In past games, whenever I was going to do something mischievous, I'd save the game first. Then I'd proceed with pickpocketing an NPC, killing someone, breaking into a house, this, that, and the other. If I got caught, I'd reload and try again, repeat cycle until I got away with it. Why would I want to give away gold, forfeit what I was trying to steal, or take on the other negative things that go with getting caught?
I did once, just to see what happens, but after that, I'd just reload a saved game. No risk-reward, just reward, which kind of softens the complete sense of accomplishment.
Now would be the time to say the obvious... if I want to play more realistically, then just accept the consequences of getting caught and keep playing. Sounds easy, but it's not. The "reset" mentality has been ingrained in me since Atari, and we all suffer from some form of it, don't we?
In that light, hypothetically, why would Bethesda put lots of time and energy into a deeper "crime and punishment" mechanic that (assumingly) lots of people will bypass anyway? Seems like a waste of time.
So the question... should saving the game be handled any differently? Or just like it's always been?
It would certainly add a little more tension and preparation if you couldn't "undo" a failed robbery attempt, for example.