Yeah. To me it feels the shrines were implemented in order to beat deadlines, or because internally they just got sick of the formula (I suspect the former but still a cool solution to the problem). Like they had all these individual puzzles thought out and ready to be textured to match the themes of a traditional Zelda dungeon, but then saw the deadline approaching and came up with the shrine solution as a workaround.
Shrines are my favorite part of the game since the puzzles are great, but from an art direction perspective I would say it's the most creatively bankrupt part of the game.
I miss the memorable, lived-in dungeon environments of TP/SS as much as anyone, but the more I think about it, the more I'm convinced that the shrines have their staid, uniform "Portal chamber" look and feel not only due to resource constraints (undoubtedly a factor) but also as a design decision.
I allude to Portal chambers for a reason. For shrine puzzles with contained boundaries to work, you need a hard separation of climbable from non-climbable surfaces. OoT-to-SS 3D dungeons rest on an assumption of tightly constrained vertical movement permitted within specific circumstances, even in dungeons like TWW's Wind Temple or TP's City in the Sky where thinking along the vertical axis is essential to puzzle-solving.
You can't just drop classic-style 3D dungeons into BotW without thoroughly thinking about how to impose climbing restrictions when the whole schtick of BotW is "climb anywhere" (especially if you have a stash of stamina food). In fact, from all the complaints about BotW rain I think many players don't even realize that in the overworld, certain areas are under permanent rain conditions until a particular solution is triggered
because the climbing restriction is a puzzle constraint, designed but disguised. A uniform shrine aesthetic, dull as it looks next to the rest of the game (and, in some ways,
not abstract enough due to all the non-traversable pillars and arches that serve a purely aesthetic function), sends a clear and consistent message: here we have hard boundaries, unnatural obstacles like floating blocks and platforms, and unambiguously non-climable surfaces that are consistent from room to room. Otherwise, players have every reason to expect that the world in the dungeons operates by the same rules as the world outside.
One of the main criticisms of (the wonderful) Portal 2, remember, was that when it introduces you to vast "worldly" environments outside of the confines of the test chambers, it doesn't actually let you place portals on most of those surfaces, and by enforcing a hard visual separation between "portals go here" and "portals don't go here", the environment feels a lot less freely "breakable" than Portal 1.
If the next 3D Zelda game brings back some of that TP/SS dungeon magic, I believe that of all the mechanics introduced in BotW and likely to set the agenda for a generation to come, "climb anywhere" is likeliest to be thrown out as a compromise. Either that, or we'll need to see a wider repertoire of natural, "in-universe" excuses to block climbing for puzzle purposes.
Can classic, elegant, beautiful dungeon design with BotW mechanics work? I'm sure it can, but it's not trivial to get there, and we haven't been shown it yet. Maybe Nintendo has figured it out for the Holiday 2017 DLC.
(I haven't seen any of the Divine Beasts yet, but in my books, the definitive BotW dungeon is
. But that's a unique experience, and if every dungeon worked that way I think we would tire of the concept.)