Is fallout even considered a pure RPG anymore? It comes across as more of an action/adventure title with RPG elements thrown into the mix. I think it's bull to sit there patronize the devs and label them as "taking the easy way out," when we don't consider that perhaps the devs are approaching the series with another concept or idea in mind.
These alternatives that are listed don't address the difficulty in coding an AI to actively evaluate their immediate surrounding. To them it's just as easy as a snap of the finger - and that desire is a pipe dream not grounded in reality - yet. The other issue of replacing NPCs is that caravans in FNV are just that, nameless caravans or nameless soldiers that mutter the same dialogue over and over. Their purpose is to fill the world and allow it to appear and feel like the NPCs are interacting with the world and that is a good thing. If they die, nobody really gives a [censored] which is ok, too. But, contrast this to named NPCs with some level of personality and their deaths to the game world are more noticeable. Is this good? Maybe. But truth be told it inherently reduces the existing population and removes that bit of life from the surrounding area or town. I would rather enter a Whiterun and hear Nazeem measure dikes with Carlotta or see Jon Battleborn chilling at his usual post. It creates a sense of familiarity that's far superior to some generic NPC that does the same task with no personality or background.
Because Skyrim has a narrative about a man or woman, realizing his or her purpose, and rising to the challenge to stop the end of the known world. That's the core narrative and what the developer's want player's to experience. When they say go into Skyrim and become anybody or do anything, they don't mean that literally. They say to become (warrior, thief, mage, hybrid) or do anything (ignore MQ, join guilds, or explore) within the boundaries of the main narrative. Skyrim was never sold as a farmer or bandit simulator.
It IS the developer's problem because killing the Greybeard's corrupts the core narrative that the developer's intended. Not only that, the absolute main reason is that random Dragon attacks occur at High Hrothgar, and the Greybeard's frequent the backyard of the temple. If they die and the player didn't want them to die, the narrative is ruined and the game cannot be continued without a reload. That's not a player decision, that's really bad gameplay that soil's the experience.
Do you honestly believe it's hand holding when the devs place safe-guards to ensure that the player can, to some extent, complete the main quest and not have to reload a save (or restart from scratch). Yes-man being essential was to make sure the player could at least witness and complete TBFHD.
A better example hand-holding is being guided to your destination by a map marker like it's some kind of home beacon.