hooray, another long pretentious wall of text that basically says "make things better" and millions of people going "OMFG THIS" AND "WHY DON'T BETH LSITEN".
quests like this are already in the game, quite a few of them. Oh sure, they all end up in "get item X" or "kill Y", but guess what, IN EVERY OTHER GAME OUT THERE EVER, THE QUESTS ARE THE SAME, including Baldur's Gate, Morrowind, Mass Effect, KOTOR, Wizardry, Ultima, Daggerfall...
You can simplyfy all quests in existance to this basic formula. Oh sure there are twists here and there, but it's not like Skyrim doesn't have those (actually people claim some of these twists ruined their character)
there are number of moments where you have a choice.
And frankly, this is hardly any different from the past games, hell Morrowind barely even had similar choices, like whether or not you'll murder someone for a Powerful Artefact, quests were as linear as they can get and there were at least the same amount of "boring fetchguests" there as it is in Skyrim (at least in Skyrim they try to randomize it).
Quests are about rewards and expz? No kidding, they always had been.if you expect more than the quest giver saying thanks and random rumors about it, then you have way too big expectations about mostly minor and unkown quests...
Get the "do this - get a reward" distillation of game play. What makes gaming rewarding ( or not) is the sense of adventure and discovery which accompanies it. (Bet you knew that

)
Just finished re-establishing the Thieves Guild subquest in Skyrim which was about the most mundane thing I've ever encounted in an ES game. Did 30+ "jobs" which include burglaring the same 4 items over and over, reverse pickpocketing jewel stones, or stealing 500septim of stuff from one of 5 cities, all randomly determined. Yes there were two or three more extensive quests mixed in, but even this failed to add any real flavor IMO, because they connected so loosely to the goal at hand. The main Thieves Quests on the other hand were much more interesting because they were
written events/ stories, and avoided the repetition / sameness quotient.