I think it's worth to take a look at how devs approach their games and how they learn and apply these lessons to the future projects
Cyberpunk had a messy launch and it was in awful state, but it's worth to take in mind that it was plagued by issues that you could label as technical and system-oriented. The game we're experiencing right now was there even 3 years ago - story, memorable characters, interesting quests, impressive first person dialogue system, level design, etc - these things weren't patched. They were always there. To my understanding, what they changed was fixing stability, performance, reworking gameplay systems, etc. Under that large pile of mess there was always a competent game. A game that needed more time in the oven and was released way too early
Starfield isn't criticized for its technical state (quite contrary, the general narrative about it is that its the most polished Bethesda game up to date), but for all of things like the archaic modular-based world design, stiff conversations, weak writing, unmemorable quests, and so on. What it would need is a fundamental rework and I just can't see a scenario where Bethesda would pull a 2.0 that fundamentally overhauls the game. The best they will do is adding some extra content via DLC and trying to address some of the minor gripes. You can say a lot about CDPR, but there is no way to deny that they try to evolve, learn from past mistakes and are very focused on taking their projects to the next level without cutting corners
Just a simple example. Witcher 1 had a lot of issues at launch, and one of these issues were loading screens. The game had a similar modular-based level design as current Bethesda games. That was 15 years ago. They could just ignore these complaints and build Witcher 2 around similar structure, but they instead took a leap and created their own engine with unique locations for each act that removed these loading screens. The downside of this was that locations weren't as big as all of the locations in Witcher 1 combined, which was of course noticed by players. So what they did next? They took that tech to another level and created all of these large open areas for The Witcher 3. One of these areas had a huge city and smaller town within a single worldspace. And that smaller town was similar size to Bethesda's larger cities that to this day occupy separate landmasses
The point is that you achieve these type of things with improving your tech and constantly pushing forward. Witcher 2, Witcher 3 and Cyberpunk shared the same engine and every time they did something new with it, while Bethesda clinges to the same solutions that worked for them ever since Oblivion and unfortunately they don't seem to have any interest to iterate on shortcomings caused by their tech. And it's hard to disagree with people who are noticing it. Starfield with having a galaxy with so many planets feels like a perfect opportunity to explore how to reduce these loading screens. They opted to add more of these loading screens instead