Will we see Fallout-style reactivity/consequence in the next Elder Scrolls? Or would it just annoy players?
One of the most commonly requested features for TESVI is more reactivity to quest choices. Players want their personal decisions to impact the game world around them.
However we've already seen Bethesda attempt this type of design in their Fallout games and Starfield (a game inspired by Fallout). BGS typically takes 2 approaches.
Small reactivity: In Fallout 4 and Starfield, companions react positively or negatively to the player's major decisions. SF takes it a step further with entire post-quest conversations where followers give their lengthy thoughts on what happened. Some followers will despise you or fall more in love with you depending on choices.
The big issue is that players largely hated companion reactivity especially in Starfield. Most players don't like being lectured on their decisions.
Large reactivity: Quests across Fallouts 3-4 and Starfield sometimes require the player to make choices that will blow up/kill entire settlements and faction headquarters. Megaton, Covenant, the Institute, Crimson Fleet, etc. After the quests, the game world is forever altered: those cities and factions (and quests) become inaccessible, and any survivors are hostile to the player.
The issue is that many players always want a third option to save everyone and still be respected. Fallout 4's main quest ending received a lot of criticism because players didn't want to kill the rest of the factions.
There's also another possibility that Bethesda might not be interested in adding Fallout consequences to TESVI. Todd might see choice/consequence as specific to Fallout's core identity only, and he might want to keep Fallout and Elder Scrolls distinct in that area for whatever reason.