Theres two different reasons people give for the game being dumbed down
1 is its having departed from traditional RPG mechanics. Thats tosh IMO. D&D and other traditional RPGs didn't require much intelligence to understand the rules systems although it did require time and a lot of reading to become familiar wirth them
2nd is less complexity in the game world itself. Very few choices having serious consequences, no conflicts between different factions except between the Stormcloaks and Imperials etc. I feel theres some validity to this although its exaggerated. Oblivion had no conflict between factions and few quests with serious choices and consequences. MW had a little but not much more.
I don't care about first(I am not very knowledgeable about rulesets. I think leveling is better in Skyrim though.). I care about second. Yes, Oblivion suffered from linear quests too. It is the journal design mostly. In Morrowind, you do what you want and it works. In Oblivion and Skyrim, journal works like a mission log. You have to do what it says, or there is the illusion of it which is backed up with no choice. In Morrowind, there was a faction disposition matrix, the choices and consequences were tied to a system. This is not there in Oblivion and Skyrim. I don't think I'm exaggerating, we had something, I hoped it would be improved but it was removed
completely and didn't come back, except Stormcloaks and Imperials etc. So Forsworn conspiracy: major decisions, no consequences or benefits. I am trying to help people, next thing I know I am in some Daedra quest, being forced to do things my characters wouldn't.
Here is my recipe: Get rid of essentials and level scaling, fix the journal, increase quest solutions and add some
world mechanics so things can have consequences, be
dynamic and realistic. I don't ask for much.
