Tears of the Kingdom Rarely Lets You “Fail”

Note: My editor just informed me that you can wiggle things free from being stuck together in Tears of the Kingdom, which I would’ve loved to know three days ago. The point still stands, even if this specific example doesn’t.
Let me tell you the brief anecdote of a shrine I encountered in The Legend of Zelda: Tears of the Kingdom. Forward Force, one of the earliest possible shrines to bump into in the Central Hyrule region, is all about getting a ball into a hole. There is a likely straightforward and logical series of answers to the gauntlet of rooms you go through, but I don’t know it. Instead, I know the ass-backwards and moronic things I did to get through the rooms. And it worked, which is what makes Tears of the Kingdom a brilliant game.
In the first room, a car is all but made up for you out of four tire devices and a platform connected to them all. All you have to do is activate the tires, grab the ball with Ultrahand and hold it above you as the makeshift car ferries you across lava and into the next challenge. I immediately fucked up by glueing the ball to the car, not remembering that the whole point was to get this thing intact back to the main room. It had worked so far though so I kept going. Upon entering the second room, I was immediately stumped by a set up that I still can’t decipher. Much as I love puzzle games, I’m uniquely bad at puzzles. The fact that my ball was attached to a car only made this more difficult to suss out, as there was almost no way to ensure the whole contraption fit the parameters needed to be carried to the next part of the level. So I once again improv’d, attaching a slab to the side of the car in order to extend its reach just enough to get on the top platform and Ultrahand it up to myself, bypassing the entirety of the puzzle laid out before me. By some stroke of luck, the stupid idea worked and I was on to the final step.