I think the OP means appealing more to the hardcoe RPG sensibilities of fans, prefering more customisation, in depth gameplay and not "streamlining". They are asking if they will ever head further into this direction again since it seems to be heading slowly towards the opposite end of the spectrum, focusing more on action and accessibility. It's not to say that fans can not still enjoy the games they make.
Where do people get this strange idea of moving away from in-depth gameplay from? Yeah, there are a few less armor pieces and a few merged skills, but that doesn't mean things are less deep and more action-oriented. This series has always been a highly action-oriented action-RPG series... always. The majority of one's time from Arena to Oblivion is spent killing things. The only thing that's changed about it are the specific ways the system functions (We've got dual-wielding, now, for example.) and the animations. On the other hand, we've also got perks ensuring more specialization than any previous Elder Scrolls game (with the exception of perhaps Arena), we've got a bunch of menial tasks we can do, various playstyles have actually become functional and even more defined over time (Did anyone honestly believe stealth was a fun and viable option pre-Oblivion? How did anyone ever survive Daggerfall without magic? I found out the hard way that those dungeons demanded levitation and mark/recall for safe passage. Heck, how did anyone deal with Morrowind without using some form of mark and recall and levitation, at times... although not for the dungeons, but simply to move around beyond a snail's pace? The use of magic was practically forced in both Daggerfall and Morrowind while stealth was just flat-out ruled out due to a frustrating and broken implementation.) .
Now, we have the option to customize our playstyles to our liking and still have fun with it as they're all pretty well-done... now.), the average Morrowind (I know how it goes. Morrowind is the big dog around here that people think was representative of some idealistic RPG point in the series history, so let's target a bit of that.) session never included horses or buyable houses, dual-wielding is in (and looking to benefit a variety of playstyles), gameplay looks more varied and refined then ever, really, and little more needs to be said, really. The only pieces of "customization" the series lost are a few weapon types that weren't even consistent throughout any part of the series, anyway (flails, spears), a few armor slots, and a few arguably dysfunctional skills. We've gained plenty along the way, however... and people are complaining about things being too streamlined and action-oriented as a result? People are trying a little too hard to find problems where problems don't exist and I suppose the label of "hardcoe RPG" is far too fragile and unstable to even be worth trying to maintain. "hardcoe RPG"... what a vague, undefined, and utterly meaningless term...