What you saw in your game is the enemy sensing you while you're sneaking. They're looking around for you, it has absolutely nothing to do with the corpse nearby. The AI is the same in every copy of Skyrim.
thank you, but exactly this makes it difficult to talk about the topic, since impressions do more cover the experience than what actually has happened..(technically .... in terms of algorithms)
Another point you did mention, or I read it in one of the other comments, was the dialogue system.
why couldn't they take out some quest relevant parts, after you talked about them.
By looking up the quest book, and A JOURNAL, you could have seen the person you did ask with the option to repeat the spoken.
(The mesh for the head with the lipsync and the spoken sentences, the resources are already made)
Still complementary text would act fine as some kind of your characters memories as you are going through the Journal/Quest.
I am pretty sure this would allow a more intelligent approach to some quests and coherencies in the world of Skyrim. A living and informative Journal.
What we have now, is a slim and poor quest screen, with not well to follow entries. It is just as charming as a info board at your train station.
And the dialogue system? Instead of having them saying the whole stuff over and over again, whilst upholding the impression of loads of dialogue entries,
it would be presumably better to see new dialogue options as they arouse, and the dialogue options once asked in a conversation, could be moved to the journal.
this would make the NPC quite not essential through the whole game anymore until they provided you with their information...
especially the merchants....the same entries i wouldnt ask more than the 5 times i already did, give me headache, when the option for "what do you have for sale" is amongst them, but not in the first place.