There were what, three different forms of attack. Stamina affected stagger to failing attacks, not to mention proper dodging on both parts. The combat system idea was good but not refined for actual combat, I say that they should have focused more on the combat aspects and they would of had a pretty good system. Instead they decided to remove most of the good parts, which resulting in a primary hack and slash game.
I mean they even removed the hand to hand stat, which did fatigue damage not health damage, until you did stagger the opponent which provided a lot of damage.
Barring the combat, which had some flaws in it, Morrowind is really good. I still say that it's one step below Daggerfall (though that might just be me with my nostalgia glasses on), but it did make sure players had a lot of freedom to do anything they wanted, almost literally, while still slapping them the moment they screwed up, like not training the proper skills since they were tied with their stats, or killing quest essential NPCs (I'm looking at you, Vivec). Even Oblivion had a bit of that, and the guild quests were really fun, and you did feel like you were progressing a bit, though they were a bit "Hey, I know you joined us a week ago, but you're the new Arch-Mage, so here's your swag". I especially liked the Thieves' Guild, where you actually had to, you know,
be a thief to earn your spot. Shocking, right?
I will say this: if I were to rank the games, Skyrim would be #3, just below Morrowind. They did improve a lot in comparison to the previous title, but the streamline sticks out like a sore thumb, and it's a shame. Can you imagine if they went wild with the game, adding a lot of features and gameplay elements from Daggerfall and Morrowind, but still maintained its key mechanics? Now THAT would be worthy of "Game of the Year".