Maybe they'll be.
But I don't think that they have to.
Take one of Morrowind's quests for example, you were ordered to go to Vivec and get Wraithguard from him.
Looks like a plain and simple quest:
From starting NPC A go to NPC B.
Do NPC B a favor to get access to NPC C.
Do NPC C a favor to get the item.
Bring the item back to NPC A.
BUT:
You could have simply broken into the room of NPC C, smashed his head and taken the item from his dead body.
Well that's a bit radical, but making quests like the ordinary TES quest would also do the trick:
"Get item X, no matter how."
Steal it, buy it, find it in an old ruin... it's up to you.
"Get rid of person/organisation Y, no matter how."
Kill them, persuade them to leave the country, tell them to hide and lie to your quest giver... your choice.
Same goes for dungeon quests. If you had to recover a certain item from a dungeon or kill a certain person in a dungeon, you could have (a) killed every thing in that dungeon or (

sneak through the dungeon and reach your target unseen.
Maybe you don't know it but there are not many other games where you can choose in such a situation.
In most games it's "kill the 20 NPCs to spawn the boss and afterwards the item will be added to your inventory automatically".
And sorry to say so, but that is what really makes the difference between a RPG and a good RPG.
Now the main reason why we don't see things like small decisions and pacifistic solutions in MMOs is simply because the publishers earn more money the longer it takes you to play through the game. So why should they give you the opportunity to get around a 10 min fight with a 2 sec button click?
Thinking about that I wonder:
Is it even possible to play through 150~200 hours of leveling without being bored of whatever has to be done?