(Note - I've said this before some time ago to someone else with similar thoughts)
Just because BotW isn't for you doesn't mean it's an inherently bad game. Polarizing, certainly, but for those who understand what the designers intent was, it's a work of art.
It's a matter of active vs. passive players. Active means you need a steady stream of positive reinforcement - being told where to go, what to do, big moment upon big moment. Passive means you have to find the hook of the game yourself.
BotW's hook is not any of it's goals, but rather just being in the world. Navigating the terrain, poking through little nooks and crannies, finding new areas, finding new ingredients/materials/wildlife (I did most of the Hyrule Compendium manually, which I found to be a great diversion), experiencing changes in weather and temperature, experimenting with different navigation and combat techniques (of which there are a LOT), and even just taking breaks and soaking in the deep, deep atmosphere.
This could all be dismissed as a walking (or perhaps climbing) simulator, but just because the dungeons and shrines are relatively weak (there are a fair number of good elements to them, and even a bad Zelda dungeon/puzzle is still pretty decent) doesn't mean the entire rest of the game is only one long repeated note.
If you brute force the game, making beelines for all the major objectives and exploiting weaknesses in the systems to make everything easy, you will hate the game. If you play the the game at IT'S pace, its finer points shine brilliantly.
P.S. This isn't something I made up to justify the game's design -
other people have seen it.