In Skyrim tend to be treasures, dragon shouts, random weapons at the end of the dungeon or even through them. Also they tend to have any "riddle" in terms of story or gameplay. But in Oblivion? They're hollow. I prefer decent linear dungeons instead of half-backed convergent ones.
I wouldn't say it's necessary a good thing. I think Skyrim and other games like that goes too much out of the way to make every place unique, to have some sort of story. When everything is unique nothing is unique. I'd prefer for it to have more of simple caves or bandit lairs. There are caves with just a bear or two but even they tend to have some sort of leveled chest. Takes out the thrill out of experience.
I had a similar problem with Witcher series. Every damn quest is not what it seems. It's so predictable in its unpredictability that I you become bored. Oh look, the guy needs some help. Let's find out what's the catch this time: the guy himself is evil? He tries to rob you? It turns out it was a misunderstanding?.. It's like watching Shyamalan movie, you know there's a twist so it never surprises you.
About sats: I didn't miss them as much as class system. In Skyrim it's too easy to fall into a familiar playstyle as every starting character has roughly the same abilities. So if I want to play as archer this time I'll still find it more enjoyable to slash people the way I usually do unless I conciously limit myself to mostly shooting. In Oblivion you already had that problem but at least you had some boosts to certain abilities in the beginning.