You do realize there are performance tradeoffs right? Look up draw calls in relation to performance.
A Bethesda game has a massive amount of draw calls because almost every object is dynamic (meaning it is not baked into the environment thus saving draw calls).
Every single mesh that can be moved is a draw call and if they don't use texture atlasing then you can say that every single mesh is 2 draw calls (mesh and material). But wait then you have to add shadows which, depending on the method can add at least 1 more draw call.
So lets say they use texture atlasing for all the small objects. That still means that there are at least 2 draw calls per movable object. Remember that just about everything in the game can be moved (everything that isn't is likely batched into one big mesh to save on draw calls when possible).
Walk into a house in FO:NV and you might find 50 objects you can mess with. Thats at bare minimum 100 but more than likely closer to 200 draw calls, then you have to take into account the draw calls the house itself and all the non movable objects that are not batched. The UI itself is probable 3 or more draw calls.
Beyond that you also have the character and weapon (likely 10 draw calls) and any enemies which would be 4-10 draw calls each. Add into that the draw calls from outside the house which depending on LOD distance can balloon out into 2000+ easy if there is grass and trees.
Culling can help with some of the draw calls but it has its own performance cost.
Now with all of this we still haven't gotten to post processing, Textures sizes, AI, scripting, physics (Beth games have dynamic physics which eats the CPU like nothing), and the lighting engine.
Are there multiple lights in the house casting multiple shadows? Whelp if there are then you can go ahead and double your shadow draw calls.
Do you not see how a Beth style game balloons out into a performance nightmare?
How do other games look so good (Witcher
?
Well they use a hell of a lot of static assets that can be batched (combined in both mesh and texture) to vastly limit draw calls which allows them to have better "graphics". Ever notice how almost all loot in the witcher games is found in chests? Well, that is another way to limit draw calls, keeping dynamic objects off the map (lower draw calls, lower physics budget, ect).
People need to educate themselves on how games are made before they start frothing at the mouth over OMG bad graphics. Not every game has the same base, or even the same goals.