In all honesty, I can understand where the huge array of votes for to "focus on shapeshifting" are coming from. The historical druid may be a spellcasting archetype, but the problem is that, really, a spellcasting-focused druid has no real "meat" to it to differentiate it from a Nature Domain cleric. It never has really stood apart from "Cleric with the Nature sphere/domain" in that field - and for the plain and simple reason that it isn't really anything but a specifically culturally-flavored form of Nature Cleric if you focus on the magic.
Shapeshifting is the only attribute druids have traditionally had to really distinguish them from ordinary clerics of nature. So, if you have to boil them back down to one attribute, if you're going to bother keeping them at all, shapeshifting is the attribute to focus on.
From a certain, very high-level, perspective, you're correct. A nature Cleric is still not the same thing as a Druid, though. If nothing else, the Nature Cleric gets to wear metal armor and wield metal weapons as well as turn undead.
Actually, looking at the Druid, again, I hadn't realized that they'd removed things like poison resistance that I'd consider much more "signature" from the 5E version. The Nature Cleric really does look a lot more like a Druid than a Druid does, anymore. I think I'm ready to just say, "To heck with it all," and let them do whatever they want with the Druid. I'd like to see a few tweaks to the Cleric, though:
1) Remove turn undead as a default feature. Leave channel divinity, just don't give, say, Tempest Clerics any particular affinity for dispatching undead. It never really made any sense, once they started doing anything to distinguish the abilities granted by different gods.
2) Add taboos/compulsions of some sort to each domain -- with an emphasis that they're defaults and specific deities/settings may alter them. So, Nature Clerics can't do the metal armor/weapon thing. Not sure what to do with the others, but they should be about the same level -- barely more than a ribbon. Make them optional, for all I care, but at least put the idea in the book.
Maybe the new Druid could have two kits: a shifter and a pet-master. Dunno. Beast speech seems like a shared ability, but I can't come up with a lot of others. Maybe give them some senses or even just merge them in with the Barbarian: pick your form of channeling nature: rage, totems, shape-shifting, or animal bond.