There's an problem with that metaphor. The comparison you're drawing is based on what those games all allow you to do, when the main issue being presented here is how the game reacts to your actions. A shooter and a strategy game will both allow you to shoot and strategise, and an Elder Scrolls game will allow you to roleplay, but while shooting and strategising both have real, tangible consequences in those genres - if you don't do them, you will almost certainly fail - the worlds of Elder Scrolls games are so static that roleplaying rarely has actual consequence, and it makes it much less easy to believe in the world. That leads to situations like that described in the OP, where given the lack of any game systems that react in interesting ways to your actions, it's only logical to start looking for other systems that do - and then the game becomes about 'winning', and the best route to take in that regard is distinctly jarring.
I get that you want to be defensive of Morrowind - writing this is honestly a little painful, it's my favourite game - but denying the flaws doesn't really lead to productive discussion. Fact is, there are plenty of games that give your choices far more weight - BioWare and Telltale games significantly change how characters react to you depending on the choices you take, Fallout: New Vegas gives you many options during questlines that are supported by a sprawling faction system, and Undertale reacts to a lot of small actions you make, changing the ending completely depending on how violent you are. These are all examples of systems that The Elder Scrolls would be more interesting and reactive seeming for taking under its wing, and that should be treated as things to be striven for - not ignored just to blindly defend a game you like. There are plenty of things you can point to that really do make Morrowind amazing - the intrigue of exploration, the world, the lore - and lauding flawed mechanics over those truly amazing ones only does the game a disservice.
Going to end on a tangent related to one of the games I mentioned in my examples, Undertale. One thing that comes up a lot in discussions of Elder Scrolls games is how Morrowind is better because it lets you kill any random NPC, regardless of how essential they are - and if you really dwell on that point, it starts to feel a little psychopathic. Why would you want to kill random NPCs? I certainly don't do it in my playthroughs, but I still feel like I appreciate it as a mechanic. The reason for that is that due to the nature of the game systems in Elder Scrolls (and plenty of other RPGs in a similar vein) the non-violent options feel empty and non-responsive, being, as they are, limited to their painfully rudimentary conversation systems. Violence, however, is an entirely different axis of interaction, and it lets you leave an active mark on the game world in a way that talking simply doesn't. And it doesn't have to be that way - coming back to Undertale, one of the most genius design decisions it takes is combining the conversation, combat and general interaction systems into one. This leads to a form of gameplay where talking or hugging it out with a foe feels just as interesting and reactive as attacking them, wonderfully sidestepping the underlying problem with other games where it feels like all of the interesting content and gameplay is in the combat systems that they constantly encourage you towards with the promise of meaningful consequence. That is, ultimately, why I feel like situations mentioned in the OP are often so violent, and understanding that and seeing what lessons we can learn from games like Undertale brings us one step closer to solving that problem.