...Bethesda should just admit that mini-games are what today's players want...
...The current implementation only attracts the action gamer rather than the role player....
When it comes right down to it, every game is a mini-game. What you mean is that today's players expect features that were absent in previous games to be more fully fleshed out, more elaborate. The difference is in degree, not kind. Adding mini-games adds complexity, it doesn't reduce it.
A lockpicking mechanic like Precursor's is close to a fully-fledged game mechanic. A lockpicking mechanic that requires no input from the player, that exists only as a statistic on a character sheet, that only requires the player to find a lockpick of sufficient quality, stand near a lock and press "Go" is really just a variation on the 'blue key for the blue lock' mechanic. There's little intrinsic interest and almost no challenge. What's more immersive: shopping for lockpicks or picking locks?
Players seeking greater immersion want to actually pick the lock. Developers introduce the mini-game to make the experience more real and immersive. They add complexity to the game.
That doesn't mean that they should remove the statistically-based mechanic, of course, where the player just presses a button that uses their character's skill to determine the outcome automatically rather than depending on the player's manual dexterity. I don't see any reason to remove that option. For many players, modeling the statistical skill of the character is more important to their enjoyment of a role-playing game than realistically modeling the experience of picking a lock. That's a more cerebral appreciation than a visceral one.
But am I less of a role-player because I want to simulate some of the real challenge of picking a lock instead of just pressing a button that does it for me? From my perspective, people who don't like the lockpicking mini-game seem less 'dedicated', less 'sophisticated', and less 'hard-core' than me. I don't actually believe that, of course. Nobody should assume that their personal preferences are any measure of superiority. In the vast majority of cases, they are not.