I mean at that time they didn't even know whether or not that main enemy was gonna be a core part of the game and later used that trailer as the basis for all of the gameplay concepts, (like jumping from the horse). Again, it likely wasn't an entire world, it was more likely a really small map area that looks huge due to the perspective and that like witht hte gameplay concepts, they used it as the main concept for how the world would look.
Nintendo absolutely has done this before. You can even see in that early build, (which they had to cut up many times in fact), there are some really egregious issues, like out of place mountain textures on the ground. Actually looking at that screenshot the placement of many things, (along with the pretty humorous abundance of hills), they make no sense in the context of how they're placed compared to what we've seen in the 2016 build, they are WAY closer together than they'd be in a fully playable game. Would you like me to build a map sculpt to demonstrate?
I meant in the context of Zelda, which is the main Nintendo series that I play, I even bought a 3ds SOLELY to play the Ocarina of Time Remaster and the only other games I bought for it were RE:Revelations and the other two Zelda games. Although 3D Zelda was the innovator when Ocarina of Time was released by establishing many features that are commonplace in RPGs today, (like lock on), Zelda in general didn't move forward as much as the rest of the industry in the same way that RE didn't move forward at the pace that the TPS genre did despite establishing many common elements like the camera placement. Like Skyward Sword was the first 3D Zelda game to have a manual sprint button. It took them until 2011 to make that a manual default option for adult Link.