Don't see how that's much of an advantage. A generic fetch/kill Quest is still a generic fetch/kill Quest no matter where you pick it up.
Yes, if you look in isolation and out of context, however when you get to Morrowind, the quests have skill level requirements, you recieve names like apprentice, journeyman and etc..., most jobs an apprentice does are shit jobs as expected, you only start getting more interesting jobs at higher levels and the kill quests involve you following NPC directions to find someone in some hut in some God forsaken bizarre ash land instead of having a arrow pointing there so a "simple" kill quest become kind of mini adventure and as the enviroment of Morrowind is extremely original, going around picking flowers and killing things while sightseeing the bizarre arquitecture and strange world is fun.
Of course, you could get that same system, transplant it to another game and have a much worse effect, so when people start talking of fetching/kill quests without mentioning the context they are in, it is very hard to judge a game that way, if you didnt like Morrowind aesthetics and original lore, you would hate the fetch quests much more than someone who did liked it as they depended of you liking the world. You do your quests, learn interesting lore while learning the lay of the land what is very fun, they are an excellent excuse for you to travel around.
If those quests were more involved, would they be better? Yes, but realistically with so many guilds, you cant make every single quest more involved and some quests, really dont need to be more involved because the fuction they accomplish dont require that. Also, more "involved" quests many times end being into tuning the quests into stupid gimmicky fests or you getting a basic kill quest and adding alot of copy paste filler in the way that is what Bethesda had been doing since Oblivion. Realistically a game has content tier A, B and C, trying to make tier B and C into A is a very bad idea and will blow the budget of the game for no real gain (Do you really need an epic 3d chess twist where picking flowers end you getting to Oblivion every single time? Oblivion did that and was awful.) that is why I dont understand when people say they are against fetch quests as if that was an evil on itself. The question is if you use your content B and C well like teaching lore and game mechanics on an organic way to complement tier A and not just as purposeless filler throw away content.
When people talk of fetch quests, it is better to ask what gameplay function that quest accomplishes, yes, advancing the main story through tier C fetch quests is a bad idea but if you are trying to teach the player how the alchemy system works, experiment with the plants to learn their properties because you are on the mage's guild, getting him to pick flowers and craft potions isnt bad. When I hear from an open world RPG developer that they have 200 dungeons or 10k planets now with Starfield, I know that they are pretending that whole content is tier A when it is not, I know it pointless shit content just by the description, those 200 dungeons would be better to be reduced to 10 really good dungeons with some tier B and C content around to support them on a world worthy exploring.