It's fascinating watching how some design flaws persist for decades across a product line. I just had this weird curiosity and checked out another Gopher Starfield video that appeared in my feed, and noticed how he was managing Andreja's inventory... Click on the "let's trade gear", she spouts off a
long response line ("I have never been one to shy away from shouldering my share of a heavy load",
not making this shit up), and
then the inventory UI pops up.
This sort of substandard interaction queing and prioritising has been a problem in Bethesda games since forever. Basically, the game wastes your fucking time. Consider how annoying it is when Fallout 4 pulls the same crap when you engage a farming settler in conversation - they SLOOOOOOWLY put their crap away, wipe their hands and get up, and
then you can finally talk. Same thing applies to sleeping NPCs, you're just standing there for ages while their dumb asses get out of bed. In fact, there was a mod for Fo4 that corrected this behaviour by having conversation initiate
immediately, and the animation state change while you were already talking, but apparently it triggered some bugs (in a Bethesda game, inconceivable, I know). For another example going further back (tangential but still part of the same flawed approach), I remember my rifle jamming with a Super Mutant bearing down on me in Fallout 3, and I'm mashing the shotgun's hotkey but the game's stuck playing loops of trying to reload the bloody rifle due to its poor condition. And Skyrim had a mod that just quickened up your pointlessly-long dismount animation.
Going back to the starting example, the implementation has actually gotten
worse since Skyrim because of the written line - Lydia would just gripe that she was "sworn to carry your burdens" so it was relatively quick, but now this Andreja doorknob subjects you to her life story before you get to do routine stuff. It's idiotic, the line doesn't add anything and there's no reason not to display the UI right away and have it play in the background.
I know that it's a relatively small thing to gripe about in the sea of fail that Starfield seemingly is, but like I said, it's gotten to the point it's fascinating to observe. I've speculated that it might be due to an overfamiliarised QA crew that just stops noticing this shit, but this is a very long time to be using the same staffers in testing... I can't tell whether the point of failure is in the feedback or the receiver.