The core heart and beating soul of good puzzles and puzzle design (imo) is limitations. You have to maneuver through the maze in (x) number of steps. You can only use the torch three times to light five lanterns. You can only weigh the 8 pills 3 times to find the poisonous one.
And looking at the gameplay we've seen in the trailer, I don't get any sense that there are limitations? Boxes and decorative trees are used in a cave system far away from the (presumed) town you first unlocked them. There is no sign of limitation of number of echoes you can store. My biggest concern with this is that with the high focus on options, it will kill opportunities to design good puzzles. I wasn't as much of a fan of TOTK puzzles because they were relatively easy to cheese. You see those videos of players permastunning lynel's by recreating rings made of unbreakable material around them? I don't want a whole puzzle game that has the same weakness in it's design.
Just thinking about the game from a design perspective I can think of two things that would give me hope.
1) There is a limit of echos you can have out in the world at the same time
2) There is a limit to the number of echos you have stored in the tri-rod (this would be my preferred solution, as if you had all items ever recorded, it would be super annoying to scroll through in the method demonstrated in the trailer)
3) Some combination of the above two.
These obviously aren't the only solutions, but they're the most obvious ones that come to mind. If there aren't any limitations to the echo power, I won't completely give up hope, but I'm going to be very skeptical until I hear of puzzles that are still able to be interesting/engaging with that freedom.