I don't get how you can unironically first talk about quest markers in this diminishing way and then giving a perfect example of what I was talking about. Detailed world with lots of stuff in it means that you can no longer put a single item into a dungeon and be confident that any player finds it. Even in a relatively mild example in a game that is ridden with quest markers you've googled the solution in a rare quest that doesn't help you navigate through the world.
Now you are the one who missed my point: Bethesda did
good with that one quest because the reward absolutely breaks the economy. No quest markers were needed, because quest markers would break the game in that particular quest (again, find them all and you are set for life). It's akin to my "book in a library" example: the massive reward substitutes the need for quest markers.
This is incidentally THE BIGGEST FUCKING ISSUE IN ALL OF SKYRIM.
Not only are sidequests braindead matters of "follow the arrow", but the rewards themselves are FUCKING LAUGHABLE because they all require you to find one item in a cave full of shit, or in a location full of enemies. And the game is littered with those kind of quests, so the player would become overpowered way too quickly if the game bothered to give you proper rewards (with no quest markers, of course).
Ideally these quests we are speaking of would compromise, say, less than 10% of a game's total quests (probably less than 5%). In Skyrim, these are probably 50% of the quests. You've got to realize that Skyrim didn't need quest markers; Skyrim
forced quest markers by virtue of making most of its quests "find a needle in a haystack" ("find my helmet", "find my book", "find my virginity" and so on), and no one has time for 100 of those quests in one single game.
Did I mention devs want to cut corners and that's why they add quest markers? In Skyrim, this is coupled with another issue: most of its quests send you all over the map for no real reason other than "we need the player to spend time on this game". Now imagine... imagine if people didn't fast travel all the time in Skyrim.
First it doesn't look like you've played Morrowind at any length. Otherwise you'd knew that this direction system means that numerous quests can't be completed without googling. It often didn't work in low-polygon world of Morrowind. So this is what you think you want, it's boring when it works and infuriating when it doesn't work.
I have played Morrowind at length. I must have over 300 hours in Morrowind, which makes it one of my top three played RPGs, alongside Skyrim and Fallout: New Vegas (so I know those games
very well too). "Numerous" quests... how many? That I recall, there's only a handful. Probably
the most infuriating of which was meant to be a difficult task.
If looking at map or following a written directions is an entertaining intellectual activity for you then I'd advise you to play EuroTruck Simulator or similar games.
If you don't find certain things exciting or rewarding, then maybe you shouldn't criticize them. Notice how what you suggest ("quest markers are fine!") tends to fuck things up for the rest of us. It's the "who the fuck finds these things fun anyway?" mentality that gives birth to games like Skyrim, where without quest markers it is impossible to deliver even a fucking item in the same town.