Eh, I'm not sure about this. I think with a masterpiece, it's a matter of the game either:
1. Literally having no real flaws, perhaps because it does a limited concept perfectly (I suspect Tetris might be this)
2. Being so amazing that even the biggest flaws can be completely ignored.
Because let's face it, there are tons of classics with what would be seen as objective flaws in their design. Zelda Breath of the Wild had a lack of enemy variety, uninteresting Divine Beast dungeons, less interesting bosses and a lack of areas not on the surface to explore. Mario Odyssey has quite a few lazily done missions that copy and paste old ideas over and over (like the dog quests, trace walking, etc). Tropical Freeze has the aforementioned lacking bonus rooms. Paper Mario 2 has tons of things that would be considered padding now, like chasing General White, much of chapter 4 in general, etc.
But they're masterpieces because of their brilliance regardless of said flaws. Because people spend hundreds or thousands of hours playing them despite anything that might do wrong on an objective level.
I guess what I'm saying isn't that flaws don't exist in masterpieces, it's that they're so good people are willing to overlook all of them regardless of how much they 'should' affect the quality of the experience.
Well yeah, like I said, that's my personal definition and those examples are personal examples. So they are subjective.
What one person might call a legit flaw, I might call nitpicking.
Like with the General White quest. To quote a comment I wrote a while ago:
I thought the backtracking for General White was hilarious. It's a joke at the player's expense but I find it really funny. It's needlessly exasperating, but that's the point.
And I don't mind walking around a bit, especially since you can use the blue pipes which are not hard to find at all. You literally just go through a door that's right out in the open. (Someone mentioned the player might not know about the blue pipes, although I think they are very hard to miss if you do ANY amount of exploration, which you should in a game like this.)
So yes, it IS annoying but in a funny way. So I forgive it.
And regarding chapter 4:
Well, how would you remove any of it without hurting the story? You need to go to creepy steeple once to confront Doopliss.
Then you need to go back alone to accentuate how much you've been screwed over and how helpless you are alone.
Then you meet Vivian and learn about how Doopliss is being treated like a hero in the town with all your party members.
Then you have to go back to get the villain's secret and spend some time with Vivian. Battling with her also teaches you how useful she can be against supercharging enemies.
Then you need to go back in order to confront Doopliss again. But this time it's a triumphant return since you can finally beat him, so it builds anticipation. Then, since Doopliss can be fought, he runs away like a coward, making you wanna get him even more. And since the final battle is much cooler in the bell tower, where all your problems started, than on some random road, you go to creepy steeple one last time.
I'm willing to accept those backtracks for the sake of the story. And after all, the way to the steeple is much shorter on your second way through than on the first. Also, due to your multiple times going through, your chance of finding an Amazy Dayzee are much higher.
Besides that, if you made the path itself shorter, it would feel suspicious that the chapter is so short the first time you go to creepy steeple and the fake end of chapter might not be that unexpected.
Later on I had the idea that after you enter the Parrot's room, it could open up a shortcut with a warp pipe that leads to the beginning of Twilight Trail, so you could skip the last bit of backtracking, which wouldn't hurt the story too much.
Though that's just something they could add in a remake/remastered version but it's not something I personally NEED to consider the game a masterpiece.
Regarding the repeating Odyssey missions, what should be the alternative? Well, it's either making a ton of unique missions, which would mean a lot more work, time, and budget, OR to cut out those moons entirely.
I mean think about it. The game has almost 900 seperate moons. They couldn't make them ALL unique.
So I'd rather play a few more similar missions than get less content or have to play like 100 bucks for a game. What do you think I am? Australian?
And it's not like they use stuff like the trace walking in every single world or anything. Heck, a ton of players who don't go for 100% might not ever even FIND the other trace walking spots. Conversely, if they DID make every moon unique, that would mean Nintendo made a ton of content that a ton of players don't even ever see. And that applies to Breath of the Wild as well.
So whether it's Odyssey's similar moons, Breath of the Wild's similar puzzles/overworld content, or Tropical Freeze's bonus rooms, my response is basically the same: They already made SO MUCH awesome and unique content, that asking for more just feels whiney, spoiled
or entitled.
Now, if we were talking about a game like... well, any recent game with "NEW" in the title, then it's VERY appropriate to ask for more original content, since they already have close to no original content to begin with. (Look at 3D Land's "special worlds" for example. It sucks that it's all recycled because the first half already felt very recycled.)
But Mayro, Zeld, and Dong? I don't think we can expect THAT much from them.
Especially since Mayro and Zeld are doing the non-linear gameplay thing for the first time in what feels like forever.
For Odyssey 2 and BotW2 we can expect more, sure.
And Dong is already so full of original content that you could cut out ALL of the bonus rooms and you'd still be left with a HUGELY gratifying experience, imho.
So yeah, is there even an objective masterpiece?
Even if it's something as simple and great as Tetris?
Who knows, man. Who knows.