Actually, lore can be reinvented with no explanation other than "The wizards did it".
And it isn't ruining TES, it's making it better.
And I'd be torn up if they made a new series following my ideas.
I very much LIKE TES, but I'd kill it for this new thingy to blossom. Which, let's be real, isn't possible.
I just want Dark Elves + Morrowind + WITCH torture
Or, alternately, Argonians + Club of Artists/Scientists/Doctors and so forth, sketching guns and steam powered TANKS (not Dwemer)
I like the TES world's basics... but, snip snip, it would be better.
Except for reworkings of such magnitude that have no legitimate explanation beyond "the wizards did it" is a piss-poor reworking. If it can't be explained in a logical manner consistent with the basic underpinnings the universe is built around, then it has no place within TES. There are rules, see. Metaphysical building blocks that for the ES universe can no more be violated than square circles or married bachelors or other logical contradictions can exist in real life.
I don't want to add anything to dungeons.
I want them REMOVED.
I find them tasteless.
Then don't go into them, because despite what we argue for or against here, the odds of Bethesda saying, "Oh hey, we decided to get rid of dungeons entirely!" is about as likely as the particles in front of my desk rearranging themselves into a $500 million dollar stack of bills (if the latter actually happens, then you can have your omitted dungeons
).
What did you find so distasteful about dungeons? The hack-and-slash nature of them? Almost all the skills in these games are geared towards adventuring and killing, or at least exploring to make a profit. All of which fall comfortably within the purpose that dungeons serve.
A good game will have things present in the world that serve as dungeons without actually being seen as dungeons. Morrowind's family tombs, smugglers' caves, ancient strongholds, etc, for example. All of those had a purpose for existing in the world, and an outside explanation for why they were dangerous to enter. Or Fallout's ghoul-infested subway lines, mutant-sprawling DC ruins, raider camps, vaults, and pre-war cities, for yet another example. All of these things are part of the world regardless of their dungeon status, and the world itself provides the explanation for why they are dangerous.
In fact, I woud go so far as to argue that removing dungeons from the world (i.e. removing dangerous areas consistent with the world they are a part of) will create a highly unbelievable and unrealistic atmosphere and game-world. There are always dangers just outside the reach of authority. To not present them would be doing the world a great disservice.