It's kind of weird to reference new Doom because in the original Doom half the appeal was tonnes of secrets weren't mapped anywhere at all and it's common to "complete" a level with 0-6% of "secrets found" encouraging replayability. It was one of the first FPS games that encouraged exploration with non-linear maps and the key system to enter certain doors, not all of which were necessary to complete the level. Who wants secrets marked on a map? You can buy a guide or get one for free on the Internet for that.
That strikes me as "check off all the Pokemon-ism" which is about the dullest thing I can think of in a game. The only thing worse would be Animal Crossing with a list of progression through every item in the game. If that were something I wanted I would understand I don't enjoy games anymore I play them to waste time deliberately and receive no sense of discovery.
Just telling the player nothing seems a really easy way to get praise on the internet these days.
BotW is a remake of the original NES game which did exactly the same thing and was a large part of why it was successful.
There's a difference between on-screen prompts and icons telling you what to do explicitly and literally and actually using game design to develop the player's understanding of the mechanics, and then providing the player with a choice of how to use them.
For example, the vast majority of enemies I dispatch with arrows. There's no limit to how many arrows you can purchase unlike previous games and you can collect up the ones that don't hit the target. There's unlimited bombs as well. Every other enemy carries a bow that will shoot what 10, 20 arrows at a bare minimum (I'm talking the worst bows in the game like a boko bow).
If there is one specific way to play this game (which isn't true) then there certainly are specific ways to play other games such as RPGs built up over many decades which I find stale, claustrophobic, and mechanically boring. They provide you with hardly any options in for example combat, and many open world games are assimilating elements of that. Yes you can know what to expect but what's the fun in that?
If I did not want to play BotW because I felt forced to play in a particular way, I wouldn't play any games because most of them could make that impression with the most elementary engagement with its mechanics. I'd be better off with a cardbox box and marker pens which, well, by limitation that's sort of what BotW is.