I agree with this completely, and I fail to see why those who defend Oblivion's means of fast travel continually ignore the fact that Oblivion's fast travel was not the same as if you were walking
We continually defend that it is not the same as walking, and will do so as long as Morrowind players continue to claim that silt striders were the same as riding.
I think we can all come up with theories to explain what is otherwise not explained in the game. But making such extrapolations is akin to throwing feces at the wall in hopes that something will stick in an effort to help support/fortify our own positions. My problem with Oblivion's dungeons wasn't because they were bland or boring. But, as ThatOneGuy pointed out, the dungeons did not feel as though they had any purpose to them. It didn't feel like past civilizations had lived in them, whereas Morrowind's dungeons felt like they had a purpose. That is to say, they felt 'lived in', and the loot you found more often than not fit the environment/situation.
I'm going to stop trying to defend the Ayleid ruins, even though it is possible. I'm going to mention the caves, forts, mines, and camps that look far more realistic than in Morrowind, where you'd see barrels, and that was about it, with a few items of clutter thrown about the room.
And those theories are actually most of Oblivion's lore, as that's how the game provides information, on things such as the Renrijra Krin and the Mythic Dawn. If you don't pay any attention to that, and prefer to read in-game books and not have any real opinion of your own, then that's your right. But you can't really claim 'Oblivion has less lore' until you do, and there are also other things you can't comment on.
The problem here is that, if the distance was really as great as a few hundred miles, then it would take several weeks to traverse, not a single day or less. Daggerfall had a similar method of fast travel (as in you could 'walk' to your destination), but there was a chance of being attacked, plus it took a good deal of time and sometimes cost some money. I think had Bethesda implemented fast travel in Oblivion in such a manner, you would see few complaints about it not being realistic or immersive. Also, if you were to travel cross-country for twenty miles a day, then you probably wouldn't reach your destination being fully rejuvenated. This is not even taking into account that your chances of being attacked (and injured) increases the longer the journey you take.
What if you had a horse?
I'm fairly ignorant when it comes to lore, so I can't say whether or not it was common practice for Ashlanders to hunt silt striders. However, I can't see any pressing reason why they would when there is plenty of other prey that is easier to hunt and would meet their needs. But once again, we are merely throwing theories back and forth, and my statement regarding theories stands in either case. That said, I can't make any real sensible conclusions why raiders/bandits would bother attacking people traveling by silt strider or boat when they could focus their efforts on much easier targets -- lone adventurers travelling by foot on well-established roads.
The other prey is a lot smaller; whilst a guar would only feed the hunters, a silt strider would feed most of the tribe, even if we don't take the twenty or so people in each as their real number. And silt striders could be made into armour that would be quite expensive, and the people on it would have been able to pay for travel, so they must have money. It's a better target than someone walking along with a single weapon and some food.
It's not that Morrowind's sytem was perfect, but Oblivion took transportation completely in the wrong direction. The earlier games either had an "integrated" transportation network (MW) or an element of risk for taking the "easy way" across a map that was far too large to travel any other way (DF). Adding horses to Oblivion, while it may have been a great improvement from a "believability" angle, was totally useless from a travel perspective. They were typically slower than your character could walk, and harder to steer, so they made travel even MORE tedious. Since the "integral" transportation options (caravans, boats, Guild Guides) were removed between MW and OB, you had no other options but to walk (or crawl on horseback) the whole way across the map or use FT. Sure, I had a choice to use it or not. I've got a choice to drive 25 miles to work each day or to walk, but that's no REAL choice, because the one just isn't practical. The complaint most MW players have is that there was something which worked and was entirely believable, and it was scrapped in favor of something which also "works" but is pretty hard to believe. Both could have existed simultaneously for that matter, and everyone would have been happy, but as it is, there really ISN'T a choice
That's why I question your experience with horses in Oblivion. If they're going too slow, change their speed. And they actually have an effect on how much time there is between selecting a location to fast travel to and arriving there.
But, to anyone that says that fast travel isn't really a choice, I ask: how have I managed to not use it, although I've had the game since it came out?
Any time I was attacked while riding the siltstrider, driver and insect were able to handle the incident without asking the passengers for help
I don't believe how people here claim that you can't defeat a silt strider. I use claymores, and I think it is actually pretty easy to do (even if you ignore things like spears, bows, darts, crossbows, and magic). They can't step to the side, if you look at their legs, it's obvious they won't allow it. So charge at them from the side with a claymore, and you have a silt strider.
You also have the people on it, if they weren't killed.
Lesser guilds, Lesser enchant, no vampire clans, no multiple summon unit, lesser skills, bad speechcraft skill
Guilds were the same, with better quests (more involvement, rather than just 'go get this' or 'kill this bandit). Enchantment was a bit more harder to get to, but other than that there was nothing different. There are no vampire clans in Cyrodiil, there is a lore explanation for that. Most of the skills are there, just put in with others. Speechcraft was, at least, useful in Oblivion, for roleplaying. There were far more options, even with some indication as to how the different races show their emotions.
no werewolfs, lesser artifacs, khajit and argonian have human body, no levitation, jump, mark & recall and divine intervention spells
There werewolves were those who served the Daedric Prince, Hircine, and he is not in the game. The artifacts, that were not unique to Morrowind because of lore reasons, are more or less the same, the game wouldn't work with levitation, you could jump, and there was no spells from the Tribunal because there was no Tribunal. And they would only have been available in Morrowind, anyway.
few islands, lesser voices and DARK ELVES DON'T HAVE THAT DEEP VOICE but sounds like little boys!, no unique caves or ruins, no spears, no unique landscape
You haven't played the game. You don't even know what Cyrodiil looks like. Of course there are no islands (besides the ten I've been to, and the three that are pretty small). Lesser voices? Hmm...I don't know what to make of that, considering I have an actor list here and can say that some of the voice actors, particularly in the main quest, are excellent. Buy the game, and listen to Mankar Camoran's speech.
I can't be bothered to list the unique features in every ruin, so I'm just going to say there are more than thirty different places and interesting objects in ruins in the game, and perhaps far more things that can be considered their area's special feature. You can ask for a list, if you're willing to be reasonable.
It's the same for the unique locations. I can think of about thirty of those, as well.
no ships to travel, cities are all the same, underwater is uninteresting, no legion garrison, lesser armor, lesser weapons, no hand placed items, soulgems do lookalike, no legion faction, no imperial cult faction, few different daedric monsers and level scaling svckS!
Cities are the same? I honestly don't know where I find the need to continue this, but...
Of course there are no ships, unless you want to sail around half of Tamriel. There is a Legion garrison, there are very similar weapons and armour, there are hand-placed items (not much more than notes, most of the time, but still there), the gems have different sizes, there is no need for an Imperial Cult faction, and there is a lore explanation for the lack of different Daedric monsters.
So, out of the many points you raised, there are only seven that can really be seen as a common opinion. There are many more that can be argued, with a significant advantage to those who prefer Oblivion, and there are at least ten that you just cannot defend.