Unfortunately you haven't played Arena, Daggerfall, and Morrowind.
Those three are the epitome of what Bethesda is capable of making in terms of a game. They had great storylines, they immersed you into the game, the world, the race, the culture, everything. They might not have fancy graphics by today's standards, but for their time and what the game constituted they were phenomenal.
Oblivion is an amazing game compared to Skyrim.
Oblivion might have sacrificed some things that were present in earlier Elder Scrolls games:
1. Spears
2. Crossbows
3. Mysticism
4. Levitation
5. The blending of illogical skills. Dagger =\= Two Handed Sword
6. Introduction of Fast Travel without consequence
7. Beast Races have humanoid bodies
But at least Oblivion was able to capture your attention in regards to the story. As much as I was upset with Bethesda for removing and changing what they did, I can at least say Oblivion evoked an emotional response from me. I cared about the story, slightly the characters, and much about the future of the Elder Scrolls universe. I was anxious to see the next Elder Scrolls game.
Oblivion redeemed itself however with the Shivering Isles expansion, and the close interaction with everyone's favorite Mad-God Sheogorath.
Here is what Skyrim lacked in term of game aspects and Mechanics:
1. Spears
2. Crossbows
3. Mysticism
4. Levitation
5. The blending of illogical skills. Dagger =/= Two Handed Sword
6. Fast travel without consequence
7. Beast Races have humanoid bodies
8. Having to account for gravity and intelligent aiming when firing a bow (Skyrim is point in the right direction and you hit it)
9. Pointless unpolished out aspects such as marriage.
10. Excessively SHORT quest lines for every single faction/organization that were honestly not that much more "unique" in comparison to earlier games. In all honestly, the factions svcked.
11. Werewolves were pointless. Werewolves were far more flushed out in Morrowind. Being a werewolf in Morrowind was fun. Being a werewolf in Skyrim was boring and svcked.
12. Emotionless storyline. Don't even try to say it was. I'm able to admit I'm an emotional person. It's very easy to evoke a visible emotional response in me with music, movies, stories and whatnot. I did not give a damn about Skyrim's ending. I don't care about the Elder Scrolls anymore. Coming from someone like me, that's saying something.
13. Civil war was lackluster and unpolished. I'm a high ranking member of the Stormcloaks! Oh wait I forgot to do that one quest that requires I talk in person to the LEADER OF MY ENEMY. Better complete that before I lead the Stormcloaks to victory! [censored].
14. The ability to join every single faction no matter what.
---14a. In older Elder Scrolls games you had to have a minimum required level in various skills associated with said faction in order to join it.
---14b. In order to advance in said faction you had to do enough missions/quests AND meet increasingly higher level expectations in said skills.
----- In Skyrim, you can become the leader of the Companions without even knowing any sword, armor, or similar skills that are associated with what is the equivalent of the fighters guild. I became the Compaions leader as a damn mage. Which also doesn't fit with the lore, because non magic users distrust magic, and especially nords.
15. ABSOLUTELY NO STATS AND RPG ELEMENTS
---15a. This isn't [censored] medieval Call of Doodie. There are basically no elements in this game that make it an RPG. The devolution of a complex stat system into Health/Mana/Stamina means the loss of a core element of what constitutes an RPG.
---15b. Because there are no stats and other RPG elements, you can do anything with any character, effectively destroying the concept of specialization and class.
---15c. In older Elder Scrolls games. If you were a Mage, you were a Mage and a Mage. If you wanted to cross class it was a difficult process. If you were a Warrior class and wanted to use magic, it was a nigh impossible task. Why? BECAUSE YOU ARE A [censored] BARBARIAN.
---15d. Cross classing in older games was possible, but harder, yet rewarded you more when you got higher levels.
16. Lack of Birthsigns. Birthsigns were an important game element in ALL older Elder Scrolls games that helped make your character unique. They were a lore aspect that defined your character as a unique character as well as helped you in certain in game situations in unique fashions.
---16a. You have access to every single birthsign in Skyrim. All you have to do is find the damn stone.
17. The introduction of smithing.
---17a. Before you whine like a 12 year old [censored], wait while I explain why smithing destroys Elder Scrolls lore.
18. Originally a series of games primarily designed for the computer for a multitude of reasons (construction set etc.), Skyrim is clearly designed for the console; steering it away from the generally older and more mature PC gamer crowd towards the ADD/ADHD generation of child gamers with consoles. Not that there's anything wrong with consoles, but it's typically different philosophies associated with each.
In the Elder Scrolls there were a multitude of objects that couldn't be found except by a mix of dedication and chance. In the Elder Scrolls universe and lore, Dwemer (Dwarven) objects are unique in the notion that the technology of the Dwemer was such that it was impossible to recreate. The idea that you can make your own Dwemer armor is completely contradictory to the lore of the Elder Scrolls. In the Elder Scrolls universe, any and all Dwemer artifacts were the property of the Emperor and the Empire by merit of their technological superiority, their rarity, and their "power." Dealing in them was illegal.
How does that lore concept make sense anymore when now everyone and their mother can make Dwemer armor? It violates lore aspects.
There's probably more but I'm tired of typing right now.

