I love and, even if I don´t think it´s genius, I do think it´s a really intelligent design decision for this game. Weapons breaking made me rethink how to tackle encounters twice and use all the possibilities the game offers, like laying traps, using fire, environmental objects with statis and magnesis...And it didn´t make me stop using weapons, it made me think of them as ammo, of something to use as part of the plan instead of a tool to just go face enemies head on every time. Something I wonder is if people who hated the system just took on encounters straight on and never bothered exploring other options, because I can see weapon durability becoming such a pain if so (just like it did in DS2 at release in PC). In that case you feel like weapon durability is in fact limiting your options.
I would´ve liked though if you had weapons that didn´t break with certain uses (axes cutting wood and hammers breaking rocks). I know that these weapons have extended durability in these cases, but they´ll end up breaking anyway and you´ll end up using bombs. It would´ve been an interesting choice if you had to decide whether to use your axe in battle and break it, forcing you to go fetch a new one. It would give more value to these weapons. I would´ve liked something similar for the champions´ weapons: Give them special abilities (like the Zora trident being stronger when it´s raining, the Rito bow shooting more arrows when shot in the air...) and an easier way to repair them. Make them situational so that they don´t become overpowered weapons but have clear advantages in specific situations.