The original 4 Swords had a similar reaction when it was coming out as a pack-in for ALttP due to the lack of Ganon canon, weird blob Wind Mage Vaati, the Toon Link art style, and the weird gameplay of going to worlds to collect keys to give to the great fairy. While it's still not the most popular Zelda spin-off, it DID produce characters and ideas that became important to future Zelda games. Minish Cap would not have existed as it did without Four Swords laying the groundwork.
Ultimately this is just supposed to be a fun game to get people to cooperate, and it's aimed primarily at kids who have not experienced a Zelda game before. They're not going to throw Majora's Mask existentialist plot into a game for children, they're going to go for something goofy and cartoony.
A Zelda game is made of suitable gameplay to a suitable plot in my opinion. If the gameplay is fast and fun, the plot should be the same (Minish Cap, Link's Awakening (to a degree), Spirit Tracks, etc.) . If the gameplay is supposed to be more daunting, then you want something a bit more mature (Ocarina of Time, Majora's Mask, Twilight Snoozefest, etc.).
The best games in the franchise, to me, mix both the fun and the maturity (Wind Waker, Skyward Sword (barring a few annoying parts), Link Between Worlds, etc.) BUT, I wouldn't necessarily want every game to do that. The most fun thing about Zelda is that despite the gameplay conventions that stick with most games, every game is unique in its own way, for better or worse.
That's what makes Zelda what it is. Reinvention.
Sir Real wrote:
Even if it was barely going to have any story at all, like the original Four Swords, it should still (as Marcato said) make the player feel like an adventurer, which this kind of story does not.
I disagree. The point of the plot is basically the quintessential "calling all heroes to adventure" plot that people reuse time and time again for fiction and D&D. An evil befalls the land taking something precious (such as an artifact, the princess, the princess's style (in this case)), the governing body calls out to heroes because if the evil isn't stopped their land will crumble into chaos (lack of fashion), and heroes jump at the call to brave the wilderness (drablands) to go stop the evil and return order (fashion) to the kingdom.
Just because the plot is silly doesn't mean there isn't a plot that will make you feel like you're an adventurer. Just because you're not stopping the world from collapsing on itself, doesn't mean the same trappings that have always been there are no longer. Minish Cap had an almost exact copy of this plot except the Princess was turned to stone and you have to find colonies of little smurfs that only children could see in order to turn her back. And you had a talking hat that could make you the size of the little Smurfs because you couldn't talk to them otherwise.
If this doesn't feel like adventure because they force you to go out and fight monsters for the sake of the princess's wellbeing... then what does the rest of the series feel like when you're obligated to do something and kept on rails to do so?