This post is seriously a candidate for most misleading information in a single post in 2015.
All of the conditions you named? They're true/false scenarios. AKA, whereas older games would provide a scale, for example from 1 to 100, Skyrim is largely true/false conditions. Someone liking you is never a matter of liking you a bit but not a lot or being slightly negative towards you. No, it's "has the player done my quest? If yes, I love them. If no, I am neutral OR negative if my character is supposed to be an ass." There also might be a "have I witnessed this person commiting crimes? If yes then I dislike them," but I've no idea because any killing sprees I ever attempted were met with patronizing essential NPCs so the game could tell me I don't want to kill that guy I want to kill. But yeah, true/false conditions between absolute love and absolute neutral, and in some cases absolute hate. That's pretty much it. Thus, there's no variance between like and love for example. You wanna date Ysolda? Do her quest. That unlocks both her saying "you've been a good friend to me" and " if wearing amulet = 1 then activate attraction scripts." It's robotic as hell. Comparatively, a 1-100 scale provides the NPCs with variation, where for example an NPC might feel comfortable enough to give you information for a quest if your disposition is 60+, but won't offer you cheaper prices until 70+ and won't entrust a personal quest with you until 76+. It's a dumbed down system of true/false conditions that ultimately results in NPCs that've had their quest completed liking/loving you and providing ALL of the positive reactions you've listed simultaneously. Ysolda doesn't give you an item while Eurlond Grey-Mane doesn't because Ysolda likes you more; Ysolda gave you the item because her random number generator landed on a true while Eurlond's landed on a false.
NPCs have relationships? Prove it. This may or may not be the case, but I'm pretty damned sure I recall being given a mission by the Companions to go "teach a lesson" to an avid supporter of the Companions. Unless you can provide us with a snippet of code that showcases what you claim, I'm inclined to not believe it. There doesn't seem to be anything in the game's code for example to make an NPC react more drastically to the death of his wife than to the death of any random person you kill on the street. If I kill off Adrianne Avenicci within plain sight of Ulfberth War-Bear, will he react any different to if I killed off random guard #4? No, he won't, even though one is his wife and the other has no importance to him. In both cases he'll scream someone's been murdered, then won't really act as though he remembers or that he's grieving once I've served my time.
Race has never mattered....? An Altmer playthrough of Morrowind is going to be drastically different from a Nord playthrough. Argonians and Khajiits couldn't even wear helmets or shoes ffs, and often got discriminated against. Even Oblivion had some special reactions for races here and there, such as Orcs automatically being welcomed at Malacath's shrine.
Furthermore, this may come as a surprise to you, but races and classes are and have always been systems of choice and consequence. This goes for any RPG. What you are suggesting is that racial differences should be purely aesthetical, which if that were the case, then this is hardly an RPG now, is it?
Yes yes, let's be so phobic of making any concrete decisions that we simply get rid of the meaningful decisions entirely! Why would I want to deal with cumbersome decisions and variety like races when I could just not have decisions or variety at all? While we're at it we should just make iron to daedric weaponry do the same damage and be a purely aesthetical preference choice, don't you think?
I have to say, I find that mentality kind of immature. A simple truth of the world we live in is that the world will expect you to make decisions. You need to be able to make choices, and choices will have consequences. To be so phobic of having to deal with ANY consequences that you would sit here applauding how meaningless races in Elder Scrolls have become...? All I can say is you should seriously consider trying to make a god damned meaningful decision for once in your life, then you may find that they help keep things interesting and help define who you are. This is no different: more choices and consequence in an RPG means more variety means more replay value. Less choice and consequence...? Less of all of that; no point replaying Skyrim just to see the main quest being completed by a guy with green skin rather than a guy with black skin when the skin color and their appearances are the only variables.