Eh... yeah I don't know how much I'd count pick pocketing or NPC interaction as fallbacks for when the exploration gets boring.
I will say that I think Skyrim was a major improvement over Oblivion, though it still has a lot to be desired and I doubt I'd ever bother going back to it like I do with Daggerfall or Morrowind.
The level scaling seemed much better in that there are challenges and I recall a few areas I couldn't immediately go to due to the monsters being there such as trolls, but the loot system is still garbage. It simply gets boring knowing you'll never find anything other than what meets your current level which takes a huge bite out of the thrill of exploring and looting locations. Get rid of that for fucks sake!
The extremely dumbed down character system is fine at this point, no one expects this company to make actual RPGs anymore so may as well stop acting like they do. Don't get me wrong, having fun leveling up was a big draw for their previous games, gone now of course. After awhile, I ran out of things to put points in in Skyrim making the whole level up experience boring and lackluster.
EDIT:
Finally, I think Bethesda are excellent at using level and scenario design as tools to educate the player about play mechanics. Take a look at the beginning of Skyrim or Fallout 3, or Morrowind for great examples of how the shape of the landscape, visual landmarks, roads and paths, and other level design devices work to lead the player around. Outside of the awful forced tutorial segments, pretty much all of their games have well-paced discovery of new mechanics that teaches players new game features and introduces new concepts in a way that feels like natural gameplay. In an open world setting, this is very hard to do, and Bethesda do it very well. Personally, I think this is one of the reasons games like Oblivion sell millions while Gothic etc. do not - Bethesda have a very keen understanding of how to intuitively structure gameplay without resorting to the same heavy-handed devices other developers do.
I'm not sure how this makes sense, though... They force you into a tutorial, but then afterward they are good at intuitively structuring gameplay? Perhaps I'm mistaken, but did they not resort to the same, tried and true, "PUSH WSAD TO MOVE" screen prompts?