The fact that the final boss could be approached from the get go didn't change my experience with the game. I still completed all the divine beasts and never felt any less threatened by what lay within the castle as a result. In fact I felt an extra level of tension as I never really knew if I was ready for the final boss or not. In any Zelda game prior you can be fairly confident that you can take down the final boss regardless of how many sidequests or item upgrades you've completed, because the main game would ensure that you were given at least the minimal amount of tutorial and items necessary to get the job done. Never before in the series history did I consider the possibility the fact that the final boss may actually defeat me to the point that I'd need to backtrack and improve my arsenal, but Breath of the Wild did.
I still beat Ganon first try. It wasn't a spectacularly difficult battle but the fact that it was my choice whether or not to take him on piled up a level of responsibility that made me dread it the whole time, and in that regard it was a success in my eyes. I get that some people may have concerns with story and such but from what I experienced I thought there was enough there to necessitate the conflict. Even skipping straight from the plateau to Ganon gives you backstory of the world, an introduction to the villain and a motivation for defeating him. However I'd be willing to wager there were very few, if any, gamers who truly did this on their first playthrough. Maybe a few Day 1 speedrunners clambering for an early world record.
I think I've touched on this in another post before, but glitches exist in other Zelda games that allow you to get to the final boss exceedingly quickly. The existence of such glitches does not alter the experience of those who don't want to exploit it. In the same way, despite me never wanting to go straight to Ganon in BotW, I'm glad that a method to do so exists for those that would want to play the game in such a way. I appreciate that level of freedom and hope that games in the future find bigger and better ways of using this technique alongside others that would facilitate more in-depth stories and character development.