In BB/DS the developers don't bother with stuff that other companies would be crucified for lacking - any kind of lipsync, dynamic time of day, weather systems..all kinds of stuff.
I've thought about this myself, and to actually wish for these things in Souls games is to miss the point entirely. The locations in Souls games, and the games as a whole, are not meant to be some sort of attempt to simulate a living world, like in Ultima. Rather, each area has its own aesthetic expression, as if they were snatches of verse.
Can you imagine Anor Londo without the blazing sun, after the grey gloom of the Burg? Or New Londo without being shrouded in perpetual darkness? The journey to Drangleic castle wouldn't be the same if it weren't a gloomy dusk; likewise the Dragon Eyrie wouldn't work at all if it were dark. Bloodborne itself relies entirely on the journey towards night, and then the blood moon. Likewise, Dark Souls III relies on the strange contortions of the sun and the sky bleeding fire as the player progresses. Even the journey in King's Field II, where the player travels to the Eastern part of the island where no light ever shines, is vitally important. To implement some dynamic time of day system in these games, just because it is popular and used in other games, is to
vandalise them. I would like to see From Software make such a game, there is obviously nothing intrinsically wrong with day/night and dynamic weather - it just would not work in their existing games and it would be crude and thoughtless to want to implement it in them.
So what else is there? Lip-sync? Who gives a toss? Elaborate dialogue systems? In my opinion those things are a blight on modern RPGs: an NPC vomits paragraph after paragraph of pretentious, juvenile writing, and the player responds by "role-playing" - or rather picking one out of a list of several meaningless and autistic one-liner responses. I tend to pick the least cringe-worthy option, which is often a struggle. Not every game would suit the Souls-style abstraction and cryptic remarks when it comes to NPC conversation, but I would rather that, or the old Ultima keyword system, than the cringe-worthy nonsense which modern games offer.
Essentially, it seems that you want bloat, features for the sake of features, and quantity over quality. I prefer a sharp, focused game with its own style; one where there is no need to add extraneous rubbish just because it's fashionable.