I kind of agree. I don't think a Morrowind style game would do well with the masses. It would work with Morrowind fans but I highly doubt anyone else. Much of today's RPGs or open world game's really hand hold the player in the direction they need to go and what to do rather than giving information for the player to problem solve with.
I see comparisons to Elden ring and Zelda BoTW, but those aren't even comparable as they are completely different in design. Yes, all games are open world, however how the gameplay is structured makes it far different.
In Breath of the wild your focus is finding new things to explore and hitting all the divine beasts. Of which they're pretty clearly labeled where you need to go. If you find any side quests they basically tell you where the quest will take place or an area. The NPC's don't give you specifics of where to go other than "Go to X named camp and do Y", making it quite obvious. The quest designs are much closer to Skyrim's design than Morrowind, as the focus is guiding the player where they want you to go, and a completion of the quest.
Elden ring's game design is also quite different. Your goal is layed out with the sites of grace pointing you, giving you a rough idea what has to be done and where to go. The game's focus is exploration and getting new items, and slowly improving yourself for bosses as you work your way through the world. If an area is too hard, you can freely move to another area and keep trying. Much like Morrowind, however the quest design is where it separates itself again. You meet and NPC randomly that might need help, or something to help them. Its more of a side activity approach that lets you gather lore and story for that character.
Morrowind's quests are the meat of the game itself, it's focus. The quests are what you are primarily doing when you play the game. While yes, exploring random caves and dungeons will be a chunk of your time, its usually paired up with a goal, or quest you are doing. Breath of the wild had you exploring to upgrade yourself so you can finish the game. Same with Elden ring. Morrowind's focus is completing quests. As you do so you gain new gear as rewards, stuff you find, and subsequently level up as you passively play.
With how quests are written with no markers, and the notes from your journal + the dialog system from the NPC's, you are forced to explore and learn the world around you and take notes. The first few quests of the game on your way to Balmora emphasize this with a very note worthy one being the woman who wants you to hand a glove over to a guy who robbed her as her sign of affection to him. She tells you where he roughly went, and how to get there. Eventually leading you to a tavern in a town. There's also multiple ways to complete many of the quests, and tons of fail factors included where you just don't succeed at the quest. With BoTW your only real fail state is death.
I think comparisons are being made as all the games ultimately let you run free in a world, however the games either still hold your hand, or the structure is much different. Elden ring definitely has a "no hand hold" style to it, but the game is largely about exploring, killing bosses, gearing up and leveling up to kill stronger bosses. BoTW is more about exploring and gaining strength for the final boss.
Morrowind focuses on more intricate quest designs as its main gameplay. It gives the players all the information they need to problem solve the goal they have to achieve.