I think you're indeed jumping the gun, if one looks at the relevant quotes :
"Bethesda worked particularily on the feel of its universe : with its repetitive dialogues, its previsible events, Oblivion was lacking in life" [Talk of people giving you back or keeping objects you've dropped, diurnal and nocturnal NPC activities]"Secondly, the dialogues have been simplified, with only a few lines for the inhabitants. Only quest givers can be questioned by the mean of a few questions appearing on the screen. In any case, zoom is not used anymore, and it's possible to end the discussion at any time by just walking away". [Talk of economy of settlements and how you can upset it by setting fire to mills]
In context, it really feels like what is being said is that they tried to avoid all habitants telling you all the same things like in Oblivion. Worst case scenario, the inhabitants lines are the same, but since they're few, it's less noticeable, best case scenario, these few lines are all different. Allows also more voice-acting time to unique important dialogues in both cases.
Remember also that with the "radiant story" thing, there's bound to be a lot more random quests (remember the idea of citizen defying you in duels, parents asking you to save their kids, people asking you to kill someone, shopkeeper and perhaps his relatives giving you this quest...). So potential quest givers might be in good numbers, more than you think. Also, NPC react to your doings : if you do set fire to the local mill, the background NPC lines are bound to change : I do indeed very much doubt they'll stay the same all game long. And last, they *do* keep the rumour things, people talking between themselves of various and ever changing things, you overhearing. It's clearly stated in the interview.
So yeah, it's not perfect, and there's prolly not going to be extensive, unique dialogue for each NPC, voiced each differently.
What it does all sound like to me, reading the article in french, is an Oblivion type of dialogues, but minus the excessive repetitiveness. Personally, that suits me well : having ten persons tell you the exact same thing in the exact same voice was extremely immersion breaking for me.