I too noticed the lack of much shiny shiny when burgling houses in Oblivion. I blame the too short amount of time they spent on what they called the "clutter pass" before release. Also, I think even the "randomized" containers you opened obeyed the level scaling. Correct me if I'm wrong.
They did, however, it seemed to me that the leveled loot in containers in house didn't actually scale up to the same level as loot in dungeons, so even at high levels, you wouldn't find anything good while stealing, and even if you did, by the time you could, you would be able to easily get it from fighting a random bandit. In any case, stealing things when not doing quests was usually pretty unrewarding in Oblivion, and was rather pointless when you weren't trying to fence enough loot to get the next Thieves Guil quest. There just weren't enough items that were worth stealing, and it's quite unfortunate too because I felt that Oblivion's stealth mechanics were improved over Morrowind's, and the Radiant AI could have also done a lot to make being a thief more fun, and yet it was ruined by lack of proper rewards for being a thief, in Morrowind, the most rewarding experience for an aspiring thief was probably to break into the vaults in Vivec, which wasn't as hard as it should be, since the Ordinators guarding them didn't care if you walked around in the vault, looking suspiciously at the loot, they only objected if they saw you stealing things. Not to mention if you were strong enough to kill one, you could take care of them without problems by just taunting them until they attack you. You'd think there would be concequences to picking fights with guards given the task of guarding vaults full of expensive items, but hey, I never said that design made sense. But regardless of the problems with their implementation, which mostly came from the AI and stealth mechanics of the game, once you got in them, the rewards would defnitely be worth whatever you did to get you there, provided you could get them all out, that's the sort of thing my thieves never got in Oblivion, not without mods, anyway. But with Skyrim presumably further improving on the stealth and AI, I'm sure breaking into a vault or similar such place could be made into a fun experience, and a profitable one too, assuming the payoff is more than some calipers, a wolf pelt and a couple of carrots. Obviously, not every house should have valuable items, like with dungeon loot, the best items you can steal should be hard to find, but as a general rule, richer homes should have more valuable loot than poorer ones, obviously, this is just a general rule. Not every upper class house should have Daedric armor sitting in it. But you might at least find some expensive clothes and jewelry.
No worthless cluter, there must be price for all items, some items must have greater price
I agree. It makes no sense for plates and bowls and the like to have no value. After all, these are things that characters would buy and sell in the setting, so logically, they should have a value. There's no reason why only items the player can use should have a price, after all, you still have to find and take such items to get them and be able to sell them, so why shouldn't you be able to be rewarded for doing so? It's not like a common plate is going to be worse two thousand Septims. The more expensive clutter would usually be less common and often found in the houses of rich people, and if the game was well designed, would not be extremely easy to steal.