My biggest problem with modern Animal Crossing is efficiency at the expense of atmosphere. Since its inception Animal Crossing has been about converting minor inconvenience into gameplay: the way you have to arrange furniture
like a puzzle; the way you have to buy stationary and walk to the post office to send letters, all the while having inventory space to do so. I'm sure I could think of more examples of this game design in time, but one of these principles is the concept of distraction. If you're going to the store, for instance, you used to have to walk through your town and see bugs and fish and villagers and either choose to ignore them or succumb to your curiosity. It isn't obvious, but this is gameplay! This phenomenon is resource management, your resource being time. And when you have a discrete section of the town in which you talk to the villagers, and a discrete part of town where you do all of the task-oriented market stuff, it detracts from both this element of the gameplay and the game's atmosphere.
Animal Crossing was first advertised as a "life simulation" game (or "communication simulation," as I've also seen). I am wary of the trend from New Leaf onward of leaning into the "simulation" of that descriptor while increasingly neglecting the "life" (or "communication").
Not to be too presumptuous, but I'm sure
XandBosch has opinions on this school of thought, especially my last point.