Yeah, but the mechanics really push you towards certain builds. Bosses are too fast so 90% of the time you can't use slower, heavier weapons effectively.
I also didn't like how they went hard on "long wind up but extremely quick execution" for lots of boss attacks. In DS1 and DS2, you can kinda dodge attacks on instinct alone if your reaction times are good. In Elden Ring, you just have to remember the timing on the attacks which isn't that engaging. Eventually, I just used my first attempt on ER bosses to kite the boss and study their patterns.
"If you don't like the crutch I use to avoid putting thought in the area design, why don't you just play without the crutch?"
Fallout 3/Oblivion sucking without quest markers is a direct result of the designers deciding not to give a shit about world design. It has nothing to do with grass/trees. If it did, you'd expect Fallout/Oblivion dungeons to be better designed. But no, they fall into the same quest marker bullshit that the overworld does. Why spend a month creating an interesting dungeon that takes into account how players explore when you can just put a marker on the secret button and get it done in a week?
Bethesda didn't want to put thought into their environment so they used quest markers. The fact that their game doesn't work without them does not mean they're secretly good.