Also the quests are becoming more and more linear with more scripted events with less and less consequences, that's the direction. I wish the direction was what you imagine.
It is not what I imagine, it is what I see. You are only not seeing it or maybe you are leaving out the "big picture".
Skyrim is not linear at all. I get constantly interrupted by lots of little things. I plan to do one thing and end up doing another quite often. I run through town and have to smile over what a guard said again, a butterfly lands on the head of a Talos statue, I look at it for a while and then try to catch it, I see two giants beat up a bandit and make a detour, not to mention dragons or my own little mistakes, ... There is no feel of linearity to me.
Of course the quests are mostly linear and it is often just "Yes, continue now" or "No, continue later", but it is up to me if I want to follow it and thereby make it linear or if I choose to do something else. When I cannot think of something else to do but to follow one single quest line to its end then I stop playing. It is when I say that I played enough for today. The next time I start Skyrim it becomes an open world again, a new day with new things to do.
And by the way, it is not as if no quest line had no consequence for another. Depending on how far you get in one quest line can it have consequences on your success with another or just the guards may say something new. Factions may change their relationship depending on what you did. For example, worship a daedra and no Vigilant of Stendarr will help you or offer a service to you. What you may be looking for is in the game and may only need a few more tweaks and twists.
The way people imagine a non-linear quest design should be does often not include how limited it really becomes. Linear quests force you to find something else to do. Discussing it on the forum is one of the many things one can do. Non-linear quests will svck you in and tie you to their choices where in the end you will have made 100 decisions, but still only see 3 different outcomes. If all your 100 decisions are Yes or No then in theory will it have 2^100 possible outcomes. This might sound awesome if printed on the package of a game, but it will not say anything on how different these outcomes actually are. The lack of a noticeable difference in the outcomes is the reason why many non-linear quest designs in their end only offer you 2 or 3 different outcomes and often with only 1 big boss fight.
I do like Skyrim better and I have no problem with its quest design. To me it s a "work in progress", like watching construction works on a road, a house getting a new paint job or a building being torn down. That is actually something that I would like to see in the game itself - NPC maintaining their houses ... and in fact I remember a quest line where a place changed after some NPCs moved in, or where houses are being destroyed!
My advise to you is, take a step back and make a break when the game starts feeling linear.