Wow that is one hot take. It just occurred to me that I hate every temple in MM yet I love the game anyway. That's what we call a classic example of Stockholm Syndrome.
It's soooo good though. For me it ticks all the boxes of what a Zelda dungeon
should be. You've got that starting room that acclimates you to the water current mechanic before you're unceremoniously dumped in the main room and left to figure stuff out for yourself. Any changes made to the main room have tiny ramifications that affect every single room in the dungeon and you've got to slowly piece everything together in your head before you can make real progress. You're encouraged to appreciate the dungeon as one giant inner-locking mechanism instead of blindly taking rooms one at a time. And when you're finally comfortable with the dungeon layout, BOOM: Ice Arrows. Now you can make floating ice platforms wherever you want and all the rooms you've already "cleared" are suddenly recontextualized.
The theming too. It encapsulates that feeling of something being "off" that I love so much about the classic zeldas. You're lost in this giant alien-esque facility that's been running for thousands of years for all we know, untouched by humanity and infested with bizarre creatures. Remember those weird veiny hands underwater that tried to strangle you if you got too close?
That soundtrack really drove the atmosphere home:
The dungeon boss did kinda suck though