I do expect that if there's a 'cycle' backlash against BotW that suddenly draws attention to what people remember fondly about SS, it's probably going to be the puzzle/gadget dungeon design, far more so than other distinguishing features of SS like the divisive motion controls or the puzzle-solving traversal of the overworld, especially as the latter is making a comeback of sorts on a larger and more connected scale. When SS came out, I remember thinking that its layout was the first in the 3D series to be reminiscent of the post-LttP 2D line, where just roaming around the map felt as much like "playing Zelda" as the dungeon crawling, and I get the impression BotW will scratch that itch.
This has been a concern that has been in play ever since ALBW came out: whether the skin of non-linearity really does anything to make the logic-puzzle rooms more interesting, or if they are still compartmentalized by item the way they always were. I've been dreaming of a dungeons-in-any-order Zelda for as long as I've played the 3D series, but obtaining key items in any order doesn't make a lot of difference if the puzzle rooms and dungeons are all developed in parallel in isolation from each other (like a good chunk of ALBW and indeed the back half of Phantom Hourglass, which you could in fact do in any order). Ideally, non-linearity would give us challenges that still feel designed, but which are responsive to the player's chosen path and what has been accomplished thus far in the game. (The model for this I've always had in mind is the original KOTOR, where you have multiple well-defined scenarios and solution spaces that change depending on whether you encounter them early or late.)
Creating your own blocks with the Cane of Somaria didn't make LttP feel "less designed", so to speak, and BotW comes off to me as a 3D game practically built around the Cane of Somaria. But I hope that isn't wishful thinking. Even with the mastery of puzzle/gadget design on display in TP/SS, I always felt that most of the key items were too quickly discarded after their assigned dungeon, and I think when people ask for non-linearity what they really crave is a sense that their whole arsenal of tools still matters, and that asking themselves, "What should I use here?" is still an interesting question. In TP especially, often the question was not "What should I use here?" but "How should I use this dungeon's item here?", and that's the target when people describe the LttP/OoT format as predictable. (TWW broke out of this better than most, I thought, by making all of its items relevant in combat, if not in the puzzles.)
I get what you are saying, anyhow. It's easy to understate how TP/SS retained a capacity for surprise because they followed a formula, and were therefore in a place to subvert it. I don't think BotW's design lends itself at all to moments like the misdirection in Snowpeak, where you see ice blocks everywhere and, following the formula, you're thinking the whole time you'll get Fire Arrows or a Fire Rod. And it's glorious when the LttP-throwback mini-boss drops the Ball & Chain, and you take a second to realize, "I get to use that?"