I would not expect your save game to be salvaged, just based on how past Bethesda games have worked. There are exceptions and cases where it was, but most of them, nope.
The way to think of it is that the saved game contains all the information needed to make the world appear the way it does (offering you stuff, corpses, loot, etc).
When you load your saved game, it is saying "hey, load all this stuff in these places." When it is doing that in our saved games it is loading something in a certain way that when you go to that area, it crashes.
See the problem? When bethesda fixes this and makes it impossible to happen, it only effects the world state to NOT ALLOW this combo that crashes to happen / be saved anymore.
that combo is IN our saved games, even if bethesda patches the "world" to not allow this conflicting data.
An overly simplified example is this:
You save. Savegame1
Frogman is chilling out at the beach.
You do a quest for Frogman which kills him.
Frogman is supposed to send out a notice to the world "iamdead=true" except there's a typo and it sends "iamdeaf=true"
You save. Savegame2
Now you go to Dogboy. when you walk near him, he triggers an event looking for Frogman since it thinks "iamdead=false". Can't find him when trying to move him. Crash.
If you load savegame2... crash.
Now people go on the boards and calls the CEO a synth, this angers them and they fix the bug. Hooray!
You excitedly patch the game and you load your savegame2... crash.
Why?
Because all bethesda fixed was frogman sends out the notice "iamdead=true" but when you load your saved game it has "iamdeaf=true" in it still.
it requires either some way to patch your savedgame to change the variable within it OR to change the code on dogboy so he accepts "iamdeaf=true" as well.
If you load savegame1, it will work. This is grossly oversimplified but it is the gist of the issue.
But imagine in my example if savegame1 and savegame2 had 60 hours of gameplay in between... and it wasn't obvious that dogboy is looking for frogman (what if iamdead=true is a variable used by the octopus pirate in his quest, accidentally overwriting frogman's status?)
There are many reasons why Bethesda can't do the equivalent of "iamdeaf=true" ... imagine it isn't a boolean variable but it is looking for something in the world that is destroyed.
IE a savegame has a check via negation in it. AKA, "I'm expecting this object to be valid but it is not valid." You can never patch the saved game to revert this type of conflict.
On top of that, the issue of flat out save corruption. What if instead of storing "iamdead=true" it stores "103249109skdmksm" based on some memory garbage that happened wrong. Everyone's "storage" of that variable is going to be different and there is no single way to repair just that.
You can hope for a savegame editor / edit but chances are something that parses the file wouldn't even be able to read it correctly to make the needed changes.
Hope that clears it up. Be hopeful it will be fixed! But realistically, in the past, that's how it's worked.