Naw, I doubt that's why we haven't seen it again.
The "nemesis system" hasn't been seen in games outside of the Mordor games, even in any WB products, because it's a massive pain in the ass to design a system with gameplay dependent upon intricacies of individual NPCs being affected by player interactions across the full play campaign. Action games hardly benefit from that level of miniscule difference (a developer can shift stats around and track event/object variables when a player accomplishes an action, but the idea pitched in SoM that like, 'If you kill his brother with fire, your the Nemesis will be afraid of fire!', that really doesn't do a lot to differentiate how you button-mash and dash/parry/strike foes in a normal game. And in a RPG, detail is more appreciated, but it's still difficult and often fruitless to turn the littlest details (much of which the player won't even remember doing) into stats actionable in combat or items or quest goals or even conversations. If a game is going to customize its story progression based on player choices (and few actually do, and as is notable from grudges still held over perceptions of Fable and the Mass Effects promising this, fewer still actually do it well,) it's usually best when the action is noticeable and purposeful; track some other stats as well to color in the lines.
Nemesis System is more than just persistent minor choices, but when you dig into what its math was, I think you can see why it was a rarity in games. Monolith did it fine enough in one game and one sequel, then tried to do it in a third game (with a character who actually has inherent characteristics and even weapons which encourage meaningful interaction with foes,) yet they crashed and burned trying to make Wonder Woman, and in the meantime WB has never hinted of even attempting an NPC record system concept like this again.
The Orcs of Middle-earth: Shadow of War steal the show in this game, but it's thanks to the incredible Nemesis System that it lands so well.
www.thegamer.com
There's plenty of wiggle room even with the patent where a developer could do plenty of things to affect the world or characters and get Nemesis-like persistence yet not get sued. Especially with AI coming on (which could easily go wild on tracking persistent elements and patterns across play sessions, that's what it loves to do, the hard part would be writing it back into the game,) there's a likelihood that we'll see deeper persistence on a previously unuseful level to find a use for all that data. But I've never heard of a developer say, "Oh man, we had this great idea for our game, but then we heard about this "Nemesis System" patent..."