But that's not particularly relevant now, since Morrowind isn't really harder.
Then again, I always found the way Bethesda designs its RPGs complete garbage from a mechanical standpoint, so I'm admittedly not the most unbiased voice on the matter.
It is relevant because "difficulty" in purely mechanical terms has nothing to do with the issue of "handholding" and "streamlining", so I think Dark Souls is a fitting example for your line of thinking (and why it was not applicable to my reasoning).
Morrowind (as an example) was difficult because it required actual thought etc. etc. (you know the drill) not because fights were necessarily hard or wasn't exploitable.
Modern (action/adventure/)rpg hybrids' difficulty comes down to defeating opponents due to either good fighting style or a good build (both of which optionally made irrelevant thanks the various difficulty settings), following in a passive manner a map from an objective to the next.
Nothing to figure out or "find" at all. That aspect of gameplay is relegated to optional "easter eggs" and completely absent from the gameplay proper.
The tutorial aspect of games has expanded from a specific (usually skippable) first scenario at the beginning to being absorbed by the key mechanics themselves one could say without sounding too far fetched.
Dismissing this as "purist nonsense" is intellectually dishonest, because it's not optional itself, the game are meant and playable only following their blueprint.
I'm sure the overwhelming majority of (offensively)so-called "whiners" would be fine IF the games could be played the old way, with all the hints, maps, POIs, objectives as optional settings.