It's because back when game studios were small, games still had personality and focus to their design, a flair of creativity and trying something new. They also used proprietary engines.
When you were buying a game, even if it was mediocre, chances are, it was significantly different from other games even in its own genre - if not in gameplay mechanics, then at least in art style, level design, and/or sound design. In how movement felt, in how UI functioned - often an effort was made for UI to fit the specific game.
Now we have a couple of engines being used, on which most games are written. There are commonly accepted and reused UI design concepts which transfer from one game in the genre, to another. There is 3D acceleration, which processes all graphics through the unchangeable meatgrinder of the same predictable calculations and effects. Normal mapping, god-rays and chromatic aberration look exactly the same from one game to another, and you can expect to lose the same exact amount of detail to aliasing or to their poor lazy post-processing AA attempts.
"Wasteland 2" was no longer a project of nerdy passion and creativity like its predecessor. It was just cynically marketed that way by Brian "I had my name on back of Interplay CDs, dammit" Fargo. "Pillars of Eternity" wasn't any different. It was another soulless replica designed on basis of nostalgic appeal - just dog food made for those silly 35+ year old nerds clinging to their precious childhoods.
Well, the nerds are catching on. Game design is art, you cannot calculate a good game by making a cold feature checklist and pandering. You have to make something you actually WANT to make, something that ignites a fire inside you.