The lists must go on. I mainly went with games structured like the early Zeldas, so no Last Ninja, D/Generation or Tomb Raider (with maybe a few exceptions as I haven't played all of these games yet). The other exclusion was sidescrolling games (platform adventure or metroidvania), besides hybrid ones like Rygar. I have made separate templates for those earlier.
Basic definition (a game should meet most if not all of these criteria): -Exploration of an interconnected world (including ones with a hub area or hub map) with some persistent elements like unlocked doors staying open. If level-based there should be a reason to backtrack to previous ones at some point -Some degree of non-linearity -Character upgrades. In ARPGs, there's experience point or use-based leveling of the player char or their gear -Puzzle and/or tactical combat elements -Some degree of story focus, be it interactive or not, environmental or narrated -Non-key tool/ability gating. See for example the hookshot, boots, feather, ladder or bombs in Zelda. I know bombs are basically keys but they're also weapons and there tends to be an exploration aspect to where you use them