Weapon durability mechanics are just a devs way of avoiding having to put proper weapon balance or interesting designs in that would make you actually want to swap things around. It artificially lengthens the game by adding in an extra layer of pointless inventory management too. I don't see why Zelda should get a free pass for that, especially if it's quite a prevalent feature.
Zelda isn't getting a free pass. The weapon durability means that you approach combat in a different way to how you would normally in a Zelda game. You scope out the area and see whether there are other ways of taking out the enemies other than just running in and hitting everything, and because of how it is designed there usually are. You can still steam in and bash everyone to death, but the durability makes you think a bit more and consequently for me the combat remains interesting a lot longer than it normally would in a game like this.
They make swapping weapons really easy as you just hit the dpad and the game pauses whilst you select the next one. I do agree though that picking up and dropping weapons is too cumbersome.
I respect that you don't like weapon durability and ultimately we have differing opinions on whether it is a good thing or not, but I don't think it is automatically a sign of lazy design.