That would be an ideal way for PC gamers like us but really, that's really impractical for development. I mean, console gamers are the majority (at least in terms of profit) so it's not really worth the effort in terms of cost/effect. However, pc gaming is growing bigger, I believe so perhaps reverse will happen some day.
Not sure what led you to some of these conclusions. If it wasn't for PC gaming there would be no Elder Scrolls on consoles at all, nor any of the other higher end games you see today. PC games were already blowing minds with graphics and setting the bar back when console gaming consisted of sliding a colored plastic screen onto a black and white Vectrex box just to get cyan as a color on line graphics. Down-porting from higher end platforms was not only an option, it was a standard, and PC gaming is not "getting bigger". It is going from "The Default Platform For Real Games and Gamers" to "A Niche Whose Time May Have Past but For All The Wrong Reasons". Most games that went straight to console were either coin-op ports, or simpleton Mario Bros. re-writes (which are merely a coin-op spinoff), until the PlayStation and it's "Cutscenes > Content" revolution came along.
As a programmer, I could never find it more efficient to code a cut rate version of a module or program and then have to turn around and re-write to add power than to simply code for max functionality from the start and REM out what's unnecessary for the El Cheapo version. Just doesn't make sense. More functionality means more testing, more debugging, all better handled on the front end of the process than discovering how much is going to break at the midway point trying to hotrod the source code.
This is in fact, about money, nothing more, and it does represent a certain disregard for what and who put the industry on the map. Just like the almost complete abandonment of quality single player development in these franchises that are bankrolling for multiplayer console stuff (Infinity Ward/COD, that means you).
And on that point, I do have to reiterate that the CRPG genre, and TES in particular, has been held up to the faces of those claiming the single player genre as well as the PC platform is dead for a very long time. Making it doubly disheartening if it were to be revealed that Bethesda, more than any other gaming company including even Id, had decided that designing for the PC genre "first" was anything less than automatic. It was their determination to continue making intricate and endlessly open games when the masses dumbed down and wanted to cover their whole experience with 5 buttons, a kewl soundtrack and an overabundance of 720p cutscenes that put them in a class by themselves.
It is also what made bugs in release level games a "grin and bear it" reality of playing great games instead of a deal breaker. But those same problems on a dumbed down console port?
I applauded Bioware for the same things with the Mass Effect franchise, which has now caused its own brand of concern with the constant dumbing down of that title in deference to console users. For some "also ran" title? Fine. For your flagship title? The one your name goes out on that was made by being a cut above and putting nothing in front of content quality? Certainly not.
There is the consideration of course that PC alone allows for the mod market, which will make up the difference in most circumstances. This did not exist prior to games like Doom, and does partially explain why early PC title development spent its entire life with the pedal to the floor whereas it doesn't "have to" now. But this only excuses so much.