OK, thanks for clearing that up. I think I see your perspective now and I think I pretty much agree. How do you feel about common and rare drops? Also I'm guessing you were a big Oblivion fan as well as Marrowind.
I hated Oblivion.
Okay, not really. It takes a lot for me to loathe a game, but I place it in the same "likable, but flawed" territory as things like KOTOR2, ME2, ME3, DA2. The reliance on an absolute, unchanging leveling table made it hell for me. I love to explore. I love finding things. What Bethesda did, in effect, was ensure that nothing you found would ever be better than what you could have at that level. You were gonna find the same on-level junk in the depths of a dungeon as you would plundering the bodies of bandits on a roadside. It really only grew tolerable with me in Knights of the Nine, which added a set of arms and armor that could be placed back on a stand to bring it up to current spec, so it stayed relevant, and had unique powers that made it worth it.
DAI reminds me a lot of Oblivion, just with Skyrim's crafting system - warts and all - thrown in. I think that's why it's such a love-hate thing with me right now. So much potential, but so many pitfalls that could have been avoided with a little research.
As far as drops - I really, really hate them in single-player games. It's a mechanic based upon MMOs where you are supposed to do boss runs over and over, but in an SP game it's just "kill thingie, hope and pray, and reload if you don't".
The damn roll-and-pray for the Fade Wall in Origins drove me nuts, as did the Warden Tower Shield, which I never actually did get.
The real solution to this is an intelligent leveled item list. If you kill Thing X, it always drops an item of a particular caliber - randomly drawn off a rare loot table, perhaps - along with chance for items of a lower tier (blue) and the usual assortment of whites. If I kill a damn dragon (which takes a while) I damn well better not get nothing but a pile of body parts. This way you kind of get the "Ooh, what did I get?" response that a random game allows, without being too predictable "Well, time to go get Armor X for this run" or too random.
Morrowind's the best, because it had the right amount of placed stuff and random stuff, and fairly good item tables.