Up until Fallout 3, there really wasn't very much of a point to being able to pick up and interact with every single seemingly useless piece of clutter that you might find in a level - but I still remember that it totally blew my mind in Morrowind when I found out that I could ransack literally every single piece of unique silverware when I was sneaking through someone's house at night.
I think rather than trying to slim down that level of interaction, my guess would be that they continue to up the ante in that respect. As opposed to removing the option to sit in a chair for no good reason; I'd expect that some day such actions might have some sort of gameplay hook as well. Still a perfectly optional action, but one that might concievably confer some useful benefits, as well.
Same here. Every interactive option in a game should impact gameplay; Its fine that its there, fine that its pretty, but there needs to be a tangible effect and purpose for its use.
Armor raises armor class (or in this case DR)
The +1 sword confers an edge (so to speak) for the user.
Tools like wrenches and lockpicks can effect their respective skills (Its a fact that the better your tools, the easier your work becomes).
Sitting could give even minuscule bonuses to activities that are best done sitting, just as the reverse (running while sneaking) effects one's activity for the worse. When an interactive thing is done for sake of atmosphere alone, and servers no tangible benefit or penalty (like dishes with no monetary value), its a step toward "Simulation", and a step away from a "Game".
Awkward as it is... I don't dislike the premise behind the "magic clothes" in Fallout 3, but I'd have liked it better if the Repair affecting jumpsuit had had a stocked tool belt to make the bonus plausible.
A game's rules should work like the gears of a clock. Each gear has a reason and measurable effect; Gears in the clock that look pretty but affect nothing, shouldn't be there, unless the clock is stylized semi/or non-functional art.
Consider a functional in game slot machine... It takes your money for the chance at gaining winnings ~to have it in the game as simply an interactive toy that is free to use and gives you nothing when you win, is a pointless waste of time.
All games abstract and condense to essence whatever activity the game depicts (like War for instance); Simulations seek to recreate a reality or substitute a detailed false reality. These things are somewhat like oil and water to each other. Modern RPG's have almost all become simulators with a bit of a game, instead of a game with a few nice touches with the art and story.
Speculation for Fallout 4 depends upon whether the guiding intent is to create virtual life where the player spends his RL hours at 1:10 (or other ratio) wandering step for step in the game world, or whether the intent for Fallout 4 is to have a larger distilled narrative that encompasses months, years, or a decade in the game setting ~and shows you the high points; (Personally I'd greatly prefer the latter).