What's up with choices then?
There are games claimed to be much better RPGs with simpler system out there.
As for ingame choices... they hardly seem any different from the rest of the series...
I value RPGs based on the freedom they provide while maintaining it meaningful experience. Rather than just multi-linear epic stories with branching dialog and C&C, I personally want to see more innovation, especially in meeting simulation aspects and story. But I understand what you mean, I find RPGs very overwhelming in general, except TES. I actually find Skyrim amazing but when I feel it is "half of what it could be", it becomes a little bit underwhelming, especially when Morrowind was a 2002 and Skyrim, a 2011 game.
Morrowind gave me just enough options and I hoped it would get better. It seemed that would be the natural direction to utilize more sandbox to handle quests. Not that we didn't get it! Stealth, physics, RAI and now RS. But at the same time, somehow, all that didn't create what I imagined.
The overall direction went more for a staged experience rather than an experience through simulation. I want something much more raw but at least roleplayable. Using the sandbox mechanics to manipulate the game world to achieve goals and quests evolving around only goals: Emergent gameplay, write your own story... I don't want branching dialog trees and multi-linear stories. I don't want the options to come from the story branches, I want the always available sandbox options to apply anytime to any quest.
In Skyrim, the journal always goes one step ahead which leaves no room for my own interpretation. I feel lucky when my plan overlaps with the journal and there is like no choices other than "kill x" most of the time and I am being told what to do in each step. Scripted events and essential NPCs are everywhere, killing immersion more than they are helping for who knows what. Nothing is real, everything is scaled and staged. It is not a simulation to play with, a world to live within but a staged scene to watch for once or twice.
Morrowind on the other hand had nothing more than directions for an objective(which I rarely checked) and only updated its journal after I achieved the goal(again, I rarely checked) while leaving the entire adventure for my leisure and quests provided options more than kill and sneak to satisfy my roleplaying needs and I could switch styles anytime. The decision maker was me and there were my stories more than Bethesda's. It was little, it was simple. But it was enough for me to call it the best game ever made. :tes: If it is really too little then it shouldn't be too hard to surpass that and I actually get easily satisfied.

I am giving my honest opinion here. I am back to waiting for the next TES to see these kind of innovations and a focus shift to achieve that fantastic other half. Now, I have to play some Skyrim v1.3.