That's a bit of hyperbole, I only recall Windwaker and Skyward Sword* doing that, Ocarina certainly doesn't have a long fetch quest or a section doing all the boss fights again at the end.
The best example of game padding is in every Zelda game when once you've completed all the dungeons, you then have to do some arbitrary fetch bullshit, often followed by re-fighting a few bosses you've already fought.
I agree that "Boss Rush" levels towards the end of a game are definitely a crime in unnecessary padding.
*Skyward Sword felt like one third of a full game padded out to fill 20+ hours with crappy fetch quests and outright making you repeat a dungeon for one of them!
All the eurogamers who actually play with each other on xbl rather than just post pseudointellectual pc handwringing bollocks on the forums, love the shit out of biggy.