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Notes -
To preface this, it sounds like you look for very different things in your games than I do (eg. I could never get into Elden Ring), so I'm not sure this will be much help. That said...
That's me, between these and (modded) minecraft. I occasionally branch out (eg, Factorio or various RPGs), but I always find myself being drawn back to the TES games or minecraft.
As far as I'm concerned, the fact that the Creation Kit is included with the games means customization through mods are the way they are "meant" to played. Bethesda provides a curated vanilla experience for those who want it, but have done more than any other developer I can think of in providing and supporting the ability for players to adapt the games to their desired playstyle. The games' modding community has built amazing things on the canvas Bethesda provided. Eg, in Morrowind there was a mod I used that added the ability to raise skeletal minions through a ritual involving manually placing items (bones, candles, etc) in the correct layout in the world rather than simply casting a spell, though you still needed a spell to trigger the ritual once all the preparations were made.
Allow me to introduce you to Wabbajack, the "I just want to click install" option for playing modded Skyrim, albeit a bit annoying without a premium nexus account since you have to manually initiate the download of each mod/resource. Nexus has a somewhat controversial similar feature in its collections.
In Morrowind you can create custom spells in-game that combine multiple (IIRC, up to 8?) spell effects from a preset list, varying the magnitude and targeting of the effect. If you wanted to do anything more complex (eg, a Mark and Recall-like pair that allows you to set multiple destinations and choose from them dynamically, or the previously mentioned necromancy ritual) or even just include preset spell effects that they didn't want you to have access to (eg, restore magika), you needed to resort to modding. As the series progressed, Bethesda pushed spell customization out of the game and into mods, a choice that never really bothered me since I was already used to doing things via mods anyway. And modders have done amazing things with spells in all the games.
Still technically possible in Skyrim with mods (eg, using the buffs from the wind element from Phenderix's Elements) and even the base game with glitches, but this is more a technical restriction to avoid game crashes and performance issues than a real gameplay decision. When Morrowind first came out, it was very easy to crash your game by boosting your Acrobatics and Atheletics skills sufficiently high that you could jump across the island and have the game choke trying to load in all the resources as you flew across the world. If you got them high enough, you'd also start to run into compounding errors in the position calculations leading to all kinds of "fun". Oblivion and Skyrim are much more resource intensive, and this drives a lot of performance tradeoffs to manage that (eg, forbidding Levitation so you can assume players won't be positioned to notice that some objects don't have renderable surfaces from all angles).
This is definitely the primary attraction I've had to the series, but I think it is only through modding that you truly get there.
I'm not sure what you are looking for in terms of combat, but the modding community has a lot of options for various playstyles. Even vanilla Skyrim I'd rate higher than Morrowind though, as I found the tedium of missing/fizzling constantly at the start of the game extremely annoying. This is related to the primary reason I tend to play Skyrim more than Oblivion or Morrowind these days. I tend to keep all my skills at a similar level so I can swap between them as my mood changes rather than specializing as the game expects. This doesn't play very nice with the earlier games balance or levelling system though.
Again, mods. There is a questing mod available that won a Writer's Guild award for its script. Another with one of my favorite game trailers of all time. If you are looking for something more akin to Elden Ring and similar games, see VIGILANT and the others in the series or Darkend (less lore friendly). If you are looking for something that explores the weirder aspects of the games' lore (eg, you want that "I can't believe these mods are lore-friendly" feeling), see Trainwiz's series of mods, notably The Wheels of Lull. And I'd probably be lynched if I didn't at least mention Legacy of the Dragonborn.
In short, I love open-world games that I can easily tweak to my liking and change up my playstyle regularly without too much hassle (eg, starting a new character/playthrough), and Skyrim fits that bill very nicely. Its base game isn't all that great by itself, but the modding community surrounding it has lots of options for nearly everyone.
EDIT: Grammar.
There's a game bug that lets you duplicate the effect of "cast spell, get all your magicka back". Drain your own Intelligence to 0 for one second; when it wears off, you have max magicka again. Cheaty, but so is Restore Magicka as a spell.
IIRC this was only part of why they did it; another part was so that they didn't have to balance for flight (Morrowind notoriously just let flight break everything).
Tips on the early-game:
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