Another big problem is the fact that quest dialogue options are really shallow.
When you're designing an RPG where a player listens to/reads dialogue, and then is expected to respond, you
virtually never want to have a moment where the player has only one option to choose. There needs to be several options, each with a different response from the NPC, and each with at least slightly different endings to your conversation, with consequences, or repercussions. As is, I feel like I'm on a rail, listening to the NPC's dialogue, and then clicking the one, or maybe two options available to my character, which will result in the NPC continuing the conversation in the same, or similar way, with the same end result by the time our conversation is over. In Skyrim, your responses to NPC's often amount to clicking a 'Continue' button.
I'll give you an example, from the Dark Brotherhood quest line without giving any spoilers.
There is a part where you're sent on a quest to kill someone. At the end, you can decide not to kill that person. You corner them, and then that person talks to you, and if you choose you can just turn around and walk out the door, going back to your sanctuary. When you talk to the quest giver, they say 'Did you kill your target?' Your only response is '(Lie) Yes, I killed the target', to which the quest giver replies 'Excellent. Now on to more important matters'. What should've happened is this:
"Did you kill the target?
- (Lie) Yes, I killed the target. ((Which should lead to repercussions if the quest-giver finds out later (based on a random chance) that you lied))
- No, the target got away ((Which could lead to a reprimand, forfeiting your reward, a further side-quest to make amends for your failure.))
- No, I left him alive, because ____ ((Which could also lead to even greater reprimands, penalties, penitence side-quests, or even a new conflict, or a struggle as your 'treason' is thought of as an execution-worthy offense))
But of course, that didn't happen. That never happens, because like I said the dialogue is shallow, and so are the quests. Also, as is, you basically go back to your home base and lie about fulfilling an assassination mission, collecting your reward. If I can lie about this one, why can't I lie about all of the others, and just hope no one ever finds out? For an 'open world RPG to end all RPG's' Skyrim is quite linear. I think of it as an action-adventure hack-and-slash with the trappings of an RPG than a true RPG at this point.
To be honest, I think that Morrowind did a little bit better job on this - but even if it did not, it's still a 9 year old game. You'd think Bethesda could've done better by now. Keep in mind also that in Morrowind it was a relatively simple process to improve or add quests - all you had to do was type dialogue. Now you need voice actors, so if Bethesda doesn't do something right, it's harder and harder for us to fix it.