Now say you're in a game where it's too hard to shoot someone because you're not good at it. So the game gives you a weapon that aims for you, shoots for you and will definitely kill it's target no matter what. All you have to do is walk. It's the same scenario.
But it's not the same. If the shooter
gives you the gun, if it
makes you use it, then sure, but
Zelda doesn't
make you use Sheikah Stones. Not once. Not even when they are introduced. Nobody even mentions them to you once they have been initially pointed out (and Fi reminds you of everything else). The game can be played without ever thinking about them. If you get stuck on a puzzle, the game doesn't
give you a hint to get you past it, it leaves you to figure out what to do. It's not the same scenario at all.
Another thing is how insulting this is to the other players... To beginners, this is a great thing, but that's almost spitting in the face of people who actually play basketball and relish the challenge. You're basically saying they're not competent by even presenting this as an option. It's the same scenario.
But it's not the same. The existence of the Sheikah Stones is in no way a comment on the skill of players. They are nothing more than one extra resource for those that need it. If the game insisted you use the Sheikah Stones (the way
Skyward Sword pushes the use of dowsing) then maybe you would have a point, but they never do, not once. The puzzles are not designed any differently to accomodate the Stones, and so avoiding their use leaves you with the same experience you would have had even if they never existed. There is no condescension involved in this; Nintendo are merely being mindful that a certain portion of its audience might struggle, and so they have included an in-game hint sytem that is entirely non-intrusive and mostly ignored by the game itself, for the benefit of those who do not want to use it. The secluded nature of the Stones' locations, their incredibly brief explanations, and the fact that they are never mentioned by any characters (not even Fi) at all after being introduced are all evidence that Nintendo are actively trying to avoid giving the impression that they expect you to use them. The implementation of the Stones shows clearly that skilled players are not being insulted. It's not the same scenario at all.
A related point I want to make is why are Sheikah Stones such an insult when
Ocarina of Time gives you a special stone that automatically reveals the location of Gold Skulltulas? You can't opt-out of the Stone/Shard of Agony once you get it and it buzzes everytime you are near an otherwise hidden secret. That makes the game easier by giving you the direct answer of where things are hidden and you can't stop it. That really is the game assuming you aren't competent enough to find them on your own and leading you right to them to make up for your own skill. Or so it could reasonably be argued. If the optional Sheikah Stones are an insult, then the semi-forced Stone/Shard of Agony is a slap to the face and a shove in the dirt by comparison.
If someone needs an extremely revealing hint, an auto aiming/shooting/killing gun, or a team that won't put up a fight, that's a sign the person shouldn't be playing that game in the first place or the game should have an "beginner's mode" where these options are available.
You're assuming a player who chooses to seek a hint from a Sheikah Stone will rely on them for the duration of the game. A player might use the Stones for one puzzle only. This is hardly an 'automatic win' device. The player might be great at the entire game apart from one specific puzzle that just stumps them for whatever reason. The use of an occasional hint doesn't mean a person "shouldn't be playing that game" at all, it just means they got stuck on a particular puzzle. It happens to us all. We have all used guides at some point.
And I don't see how the
option to use a Sheikah Stone for a hint is any different from the
option of using a "beginner's mode" to make the game easier. At the end of the day, the developers are providing an opportunity to remove some of the challenge from the game.
That is the same scenario. So what's the difference? In one case, you are opting to play the game with the ability to make specific, individual points of it easier. In the other, you're making the whole thing easier in general terms. (I understand that you suggest the "beginner's mode" being different only by providing the Stones and leaving them out of the "normal mode", but that is utterly redundant since they would still only be optional and have the same effect on "begginer's mode" as they currently do on "normal mode".)
I know that this won't make a difference but the fact that Sheikah Stones are
entirely optional and non-intrusive makes any complaints about them redundant. If you don't like them, don't use them. It's not like dowsing, which is thrust into your face numerous times, which is explained even if you tell Fi not to tell you, which is automatically activated at various points and must be manually turned off. The Sheikah Stones get a quick, two sentence introduction to explain what they do, and then you are left to get on with your adventure without ever needing to think about them ever again as long as you live. And they are tucked away in seldom visited little corners where you won't even need to
look at them. Their existence hasn't affected game design in
Zelda at all, and they really may as well not exist as far as most people's experience goes. They are not a problem. If you don't like them, don't use them.