> Breakable weapons was the biggest demotivator to me.
It's an interesting situation—breakable weapons has the greatest impact at the beginning of the game, when you haven't yet found sources for your favorite weapons. On the other hand, it has the least gameplay impact at the start of the game, since the weapons that you find early on are weak, uninteresting, and easily replaceable.
So like I get what they were going for, but I don't think they hit the mark with the mechanic; it's most annoying when it matters the least, and by the end of the game, when you've got your katanas and glowing chainsaw swords and whatnot, it barely matters at all.
> Wind Waker has a dungeon with 100 levels of enemies, and it's actually fun to start the game up just to play through that.
Breath of the Wild has a similar dungeon in the DLC, and actually the breakable weapons makes it even more interesting. You lose all of your weapons at the start, so you can't just take in your favorites, you have to improvise and make do with what you can scavenge as you go along. You also don't need to worry about saving your best weapons because you can't, as you'll need them all, and what you have left at the end of the dungeon will disappear anyway. Or when you lose; I'll admit I haven't beaten it yet.