You do, however, learn that the layout and appearance of the ruins apparently change over time...
Shh. TESO's focus on smaller, less linear dungeons was a welcome return to form for the series.
Returning to the form of which game?
There are some differences, of course, but in terms of general layout, TESO's dungeons are most similar to Oblivion's. So while they're not fantastic, a good chunk of them do at least offer some alternate routes, and they don't take long to clear at all.
If my language hasn't made it clear by now, dungeon design is one of the many things I've jumped to Team Morrowind for. There, it actually feels like I'm exploring a mysterious ruin or a foreboding temple. Skyrim's dungeons, with their relentless linearity, are just boring. I'm not exploring a dungeon in that game; I'm going on a shitty haunted house ride at an amusement park.
You brought this back up just to get your new argument pummeled and then revert back to the "nuh-uh" ... "yeah-huh" argument style? Ew.
TESO and its dopey libraries-in-dungeons has pretty much tied my hands on this point. I didn't remember them until I had written out that post. So yeah, people must be going in and out of dungeons and dumping stuff there all the time.