Sunshine.
>series' biggest problem is level theme variety
<let's abandon the little variety we have and make it all the same
<let's have few stages as well so we drag out the already bland settings
<since we lack stages, let's lock 20% of the game behind blue coins - the same two forgettable fucking tasks in the few bland stages we have - instead of actual fun missions
>Mario is known for having great music
<let's make the most forgettable soundtrack in the series
>movement is quite solid
<let's make it all meaningless because of FLUDD
<let's give the players a fucking mechanic that makes it impossible to fall and die in a platformer
<does that make the stages piss easy? well, let's have missions that take the whole gimmick of the game away, making you question why the fuck it's even there
<let's make the whole thing so painfully fucking easy that the only way a player can die is if they glitch through the lilypad
It's not like Galaxy/2 or the 3D Land/World were good either, but this has the most baffling design choices in the entire series.
Odyssey has the same problem with invalidating good (in that case, great) movement tech by making the main gimmick of the game transformations, which most of the time limit you to two actions. I get the whole Nintendo doesn't innovate thing gets to them, but shitty one-note gimmicks are not the way to do it.