The original NES game actually had enemy variety, challenge, and worthwhile rewards.
The original NES game had around 25 common enemies (bosses not included), about half of which came in two different colors. The Switch games have fewer general enemy types, but each comes in at least 3 variants and up to a dozen, all with different weapons/ powers/ moves and other peculiarities.
The original NES game usually rewarded your clueless random wall bombing and random tree burning with rupees or heart containers… pretty much like the Switch games. And sometimes it even took money or life from you.
When you're potentially exploring the overworld for hours you don't want a tune like the LttP dark world repeating hundreds of times. It would drive you nuts.
The original NES Zelda's overworld theme did drive you nuts after a while if you didn't know where to go.
And it most certainly drove your parents nuts after five minutes. I love that theme, but something like that would make people hate BOTW even more than weapon durability.
On the subject of weapon durability, I suppose the devs wanted to make up for never being able to change the one, glaring repetitive gameplay element: swinging your sword always felt the same and functioned the same.
This is probably the main reason they went with sword motion controls on the Wii: to make that one omnipresent command less repetitive and more engaging, since they didn't want to take away the sword as Link's main weapon.
With BOTW they finally went the extra mile and offered more weapons. But they knew that nobody would want to try out different weapons if those didn't break, so they took care to not give you weapons that you can use indefinitely.
I understand people not liking that, but having a weapon break at a critical moment set up so many interesting situations in BOTW/TOTK.