That depends on the way it is designed. For instance, in the Witcher 2, enemies are very effective at blocking. You need to choose the most effective type of attack to break their defenses and proceed to land a few blows, before they recover their stance. If you don't time this well, it will be you taking a sequence of blows until you can recover and block again. This makes combat very strategic, you need to be constantly dodging, blocking and counter-attacking to be a good swordsman. There is a learning curve involved and it's not as friendly as Skyrim's system in which anyone is able to master in a few seconds. But it's far more rewarding when you finally grow in power. It also looks great.
Believe me, I love TW2 combat system, but that game is entirely different. You have to admit, for an RPG TW2 was fairly limiting in the options you could take. You could specialize in bombs and traps, yes, but you didn't have much range in terms of many varieties of combat. That's how the game's designed, and again I love it for that, but Geralt is made specifically to be able to tumble and maneuver around a battlefield. Whilst theoretically you could make a character that emphasizes in speed, the fact that it's a first person game makes it impossible to accurately represent the same type of combat.
You have to consider that changing one thing about the game requires, for that consistency, many other parts of the game to be on par as well. "Upping" the combat on the melee side forces range and magic to reevaluate, changing the overall tone of the game. The Elder Scrolls is high fantasy and while The Witcher is as well, that game centers around a set protagonist and what he faces in his journey. TES is options, choice, and far less dark themes than TW dabbles into on a regular basis.
Again, if you reference this kind of combat in terms of a TES game, it just won't work. I played the heck out of TW2, so I'm pretty sure I have a good consensus on this. When enemies stagger in that game, they have the option to block because of the way the combat is set up in that Geralt can only swing so fast, as well as clipping animation frames in order to put up a block. Using this system in mind, Skyrim enemies would either not be able to hit you, or you wouldn't be able to hit them. Things need to flow a lot more in first person games, and personalized skills based on equipment (for NPCs primarily) would quickly take over if you haphazardly did this system.
Am I saying it couldn't work? No, but I would not vouch for total realism. Recently I was looking over the fights for the Game of Thrones TV series, and I notice a few things. The Bronn fight at the Eyrie shows that the first one to land a blow is more than likely the loser. Looking at the Ned vs Jamie or Mountain vs Hound fights, the combat is relatively slow. Don't get me wrong, this is another thing that I love about the TV show, but I wouldn't want to play something as visceral as that because it's not nearly exciting enough for this high fantasy game.
So yeah, I think people are making far too big of a deal out of wanting the melee combat in particular to be extremely complex. In any real situation, you'd need to rest after every single fight regardless of whether or not you've been hit because of fatigue. I don't want that. I like my melee combat fast and flowing, my ranging complex and slow to engage, my magic mystic and powerful, and my stealth to work. Of course these are my feelings, but I feel Skyrim provides.