I can understand someone not liking the game that much, I guess, but I can assure you the controls aren't broken in any way. They Wii MotionPlus is flawless and 100% accurate. The only way the sword can perform and incorrect move is if the player does (or if it's calibrated improperly). It's all in how you swing the Wii Remote. If you swing it inaccurately, Link is going to do the same. If you swing it correctly, Link do the same, as well. The fact that it's possible to play the game without any control issues is proof of this. Any mistakes are user error.
That said, I really loved SS. The puzzle-style overworld was incredible and adventurous, and I really hope it stays. To me, it's not about all the "open exploration" and what not. It's about getting from dungeon to dungeon in an immersive and entertaining way. SS provided that for me. I'd much rather have a SS-style overworld than those like in ALttP and WW where it's too large, resulting in the content being too far apart.
The combat was also the finest in the series. For the first time I was actually concerned about defeating the enemies rather than how many hearts I had left. Before it was all about waiting for the moment to strike. This time we had to create that moment -- for the most part, as there was some waiting involved at times -- which is exactly like real combat. Combat doesn't consist of going into a fight and swinging wildly. It's about patience and exploiting your opponent's weaknesses, which is what SS does with pretty much every battle.
The item use was also incredible, as each item (save the Whip for the most part) was used innovatively and intuitively, something many past titles can't say. Sure, there was unique use, but there was always an item or two in past titles that had absolutely no legitimate use in the game when there should have been use for it/them. Din's Fire, the Ice Arrow, and the Bombchus in OoT are great examples of this, as well as the Gale Boomerang and the Spinner in TP.
I also thought chasing Zelda was a good thing. Instead of just being thrown into an adventure and having to save the princess, we chased after our childhood friend with a drive of wanting to save her. I'd never cared too much about what happened to Zelda in past games (save ST and somewhat WW). Yeah, if she'd died, I wouldn't have been happy or anything, but it wouldn't have felt like a huge loss. If Zelda had died in this game, I'd have probably screamed "NO!" The drive behind saving Zelda wasn't just so we could beat the game this time. It was actually wanting to save her. That was a huge improvement.
Pretty much everything in SS was executed incredibly well and to its max potential. It was a very different Zelda, so I can respect you not liking it, but the game is still very well put-together in every aspect with an insane amount of detail. Best game yet imo.