Kids also adapt very well. A game developer told me "the art is finding the balance of annoyance and acceptance". Let's examine this statement from Morrowind and Oblivion side.
Magicka: Regenerative in Oblivion, lost in Morrowind. In Oblivion you just keep trading off regenerative magicka to health. How is that good game design? What's the purpose of finding and making potions?
Beds, houses, camps: There is no need to sleep, as long as magicka is regenerative.
Foodstuffs: Why are they in the game? There is no nutrition system (need for drink and food), and your stamina always regenerates to its full potential.
Fumbles and flukes: All strike of luck seems to be stripped. I haven't played a single RPG where chance was not a major, and sometimes very fun, aspect. I realize the save/load exploit.
Travel: Morrowind probably felt a bit hard core, but there were so many other options most didn't bother. Oblivions fast travel feels so cheap and exploitative it's hard to use, it just feels sooo wrong and badly implemented, that traveling by foot is now the *only* option we have.
Is nutrition hard core and should be hidden in some "hard core mode"? No I don't think so. There is food stuffs in pretty much every container, and if you can't be bothered eating at least once a day in a role playing game, then role playing game is not for that person. Hard core shouldn't be if features are in or out of a game, it should be how convenient they are. And people will adapt to it.
In a game there must be mechanics in so that players wants to use it, have a reason to, make it purposeful. What if we were given a stick and had to imagine it was a sword, would that work well?
As much as I like free games, you can't expect us to role play every missing feature or game mechanic in the game. Even back when I played dice based RPG, a GM would come up with reasons to use the most silly skills I had.
What I think is really bizarre, is that Bethesda is going more and more away from traditional RPG, while action game makers like Rockstar is bringing in more and more. Leaving kids with all the fun stuff, and the serious players with an empty shell of a game.