Which is exactly what I was referring to earlier. These games don't end up giving you a concrete throughline once you get past character creation. (I never played Morrowind myself, but had a similar experience with Oblivion: I spent ages creating a character and doing the intro stuff, and when I finally got out, I had no sense of what to do. I bumbled around for a bit, got lost, and then died almost instantly when a random wolf attacked me.
I never played Oblivion again after that.
This is the experience I'm talking about with permitting things but not supporting them. You get lost in the weeds. You wander away from what the rules support, and get stuck on something they don't. There's little reason to stick with it, because you wandered off into things you want to do and the game doesn't help you do them, and the things it does help you do weren't that compelling or you'd have done them.
Hence why I used the term "rules-avoidant" rather than rules-light. 5e isn't rules-light. There hasn't been an official rules-light D&D for ages, if there ever was one. ("We ignored the rules," no matter how commonplace it might have been, doesn't actually make the game rules-light!) But 5e does actively avoid having rules for a lot of things. Crafting and magic item economy, for example. This doesn't end up making it particularly light, it has plenty of mechanical oddities (like the rules surrounding "melee weapon attack" from "an attack using a melee weapon" etc.) It just means it chooses to have no rules whatsoever for various things.
That absence is palpable. I've seen dozens of threads and posts over the years talking about how 5e showers characters in gold and then gives them no reason to actually spend it. Threads about crafting are less common, but I've seen plenty of them as well. And, as noted, the many, many, MANY posts where someone asks for advice and gets the answer, "You're the DM, do whatever you want!" All that freedom, all those infinitely many options, and yet no support.