A "spin" on the formula is not enough. There is a base level of similarity between OOT, MM, WW, TP and SS. The time management in Majoras mask does not hide the fact it is a 3D Zelda game and a sequel to OOT.
The wind sailing in WW does not hide the fact it is a 3D Zelda game.
These games shared many items and mechanics. All of them have boomerangs, bows, chuchus, instruments you play to make shit happen, defensive and reactive combat, and odd, clunky quests that get you into the dungeons.
You can prefer this formula but just be honest when you say you want stagnation. You are fine with the way 3D Zelda used to be.
How is it "stagnation" when the intricacies of the 'traditional' formula have been shaken up time and time again?
Majora's Mask plays almost completely differently than Ocarina of Time, despite using many of the same assets - the 3-day time limit and masks provide a fresh take on it, as now you have to balance time management with dungeon exploration, all while helping (and getting to know) the various NPCs scattered across Termina. That's extremely different to OoT, which as the first-ever "3D Zelda" took a safer approach; there was no temporal pressure, and while the concept of two different ages was interesting it mostly kept the same gameplay (just restricting a section of equipment to each age).
The Wind Waker, on the other hand, allows for almost free exploration across the Great Sea, after the first few dungeons; it's the best implementation of exploration, I feel, being the closest to 'open-world' without falling for that genre's horrendous trappings and failures. The islands are all unique in shape, making it impossible to truly get lost, and there's no stupid stamina wheel or weapon fragility; there's also plenty of things hidden across the islands and enemy subs and watchtowers. The art style is beautiful, even today, the OST is brilliant, and counterattacks add a fresh element to the basic (but solid) swordplay.
Initially people didn't like the severe shift in TWW's art style, so Nintendo then made Twilight Princess - which, while clearly mimicking elements from OoT, stands on its own two feet by having a unique version of Hyrule and some of the best dungeons in LoZ history. The Arbiter's Grounds are mechanically similar to the Forest Temple, for example, in that you need to hunt down four Poes in order to reach the innermost section of the dungeon, but it remains distinct by incorporating both Wolf Link and regular Link into its puzzles, and having the Spinner as a dungeon item to cross sand and traverse large gaps (and activate devices, too).
The City in the Sky is a unique dungeon, having no real OoT counterpart, and its complexity is something I love; even now, I have to think my way through this one, and the final boss is honestly one of my favourites in LoZ. The Lakebed Temple is another confusing water dungeon, similarly to the Water Temple, but remains distinct enough to have its own identity.
Nintendo also greatly expanded 3D combat in TP, as well, with the Hidden Skills, having such a varied arsenal that no other 3D LoZ game has ever reached (it was simplified in Skyward Sword, then removed in BotW and TotK). Oh, and the existence of Wolf Link also helps 'shake up' the formula, in a similar (but more limited) fashion to Majora's masks.
Oh, and not every game has instruments, either - notably, Twilight Princess largely lacks one, with wolf Howling Stones only being used a couple of times (mainly to learn new Hidden Skills, but also to unlock the Sacred Grove the first time). Other than that, there's grass you can blow to summon Epona or a helpful owl...but they're minimally-used.
Similarly, ChuChus exist in BotW and TotK too - I'm guessing you meant Bombchus, the explosives that travel forwards before exploding? They're only in OoT and MM, and are rarely ever needed for puzzle-solving - and they're dropped in TWW and TP.
Oh, and lastly - "odd, clunky quests that get you into the dungeons"? The story beats that lead into each 'traditional' game's dungeons are far better than the
actual "odd, clunky quests" present in BotW and TotK, which largely lack objective map markers and utilise the "clunky" open-world traversal mechanics.
We'll never agree on this, you and I; I just hope I've made my viewpoint clear.