I'm familiar with some of those quests from New Vegas, and I enjoyed them.
We're not in spoilers so I cannot offer specific examples, but I would have to say that, if "alternate ways to skin a cat" is the measure of a "good Fallout game" then there is nothing deficient about FO4. I've found that many times a scenario can be resolved in at least three dramatically differing ways. Not every one of them that is for sure. Many (if not most) quests have only one way to finish them: kill the boss. But then that was also true of NV: many if not most quests have one way to finish them: kill something (if not everyone) and/or get an item and do something with it. Without an actual tabulation of all the quests, I'm not convinced by the argument that a qualitative or statistically "real" change has actually been made here. It is true that, quests with so many chunks of modularized "decision-tree" dialogue and such clear "To use your CHA to solve this problem Choose A; To use your STR to solve this problem Choose B . . ." seem to be notably absent from the game.
But lets be totally honest: those types of modularized decision-tree dialogues were gamey. I'm a gamer so I don't think that is a "bad" thing. Some of the greatest fun in games I've ever played was largely mediated in these types of "story-book, decision-tree" designs; such designs are classic and timeless and Obsidian did a great job with it. But it is also cliche and old style and it does not lend itself to the sort of overall feeling Bethesda it seems clear has been striving for since at least Skyrim: beguiling and immersive.
When you are in the heat of a stressful discussion, or tense negotiations in real life, you will never even get a dialogue wheel, much less a storyboard summary of what choices you can make, which of your talents it will depend on and the chance you'll succeed. The changes to the dialogues, social interactions, quests, and decision-consequence dynamics are, I think better thought of as a conscious decision to make their games more immersive, beguiling, gripping and poignant, i.e., more naturalistic if not more realistic. To the extent that you are anolyzing, strategizing and generally acting and thinking like a gamer, the intent I think is to make you less aware of that and to help you do all of that under the surface while you "take on the role" of your character more.
I'm not sure it is a full fledged success, but I think it accomplishes these primary objectives of a "roleplaying game" and of a "Fallout game" at least as well as its predecessors if not better.
The removal of INT from dialogues and the removal of SCIENCE checks was a loss, but on the whole a relatively minor one and especially considering what we gained. If memory serves, what those functions had a tendency to do was to make INT overpowered and to undermine the importance of CHA. I think it is justifiable that CHA is the primary mediator of most social dialogues, though a few INT checks or checks in which the effects of CHA were moderated by INT would have been nice. I can easily recognize however that the apparent facility of including such elements in the design may have a dramatic 'rippling' effect on the game and can thus justify not doing it. On the whole it does not diminish the game judged on its own merits, it is simply a point on which invidious comparisons can be made. The lack of such things does not "harm" the game, it merely serves as "ammunition" for complaints; at least that is how it seems to me.