The same could be said of Alchemy in Morrowind.
No, not the same at all.
Alchemy was an obvious example of broken mechanics or mechanics that could be exploited to the point of complete breakage.
Hidden powerful loot was an obvious example of loot someone put there for perceptive player to find. The problem wasn't the loot itself, but the fact there was no actual perception involved.
If anything, the alchemy would be comparable to animating a bunch of skeletons around a powerful enemy, ordering them to attack, then moving all party members out of visual range to force the AI to shut down - an obvious, glaring cheese.
Meanwhile the loot is mostly comparable to Morrowind's loot, except there is no way to find it other than waving your cursor around.
That's part of the mystery and experience.
Yeah, for example you enter a mysterious warehouse and see around 2 barrels that are, mysteriously, actual containers and another pierdylion that mysteriously aren't.
Because mystary and shit.
How about having some consistency instead? If one container of given type is interactive, then all containers of given type are interactive and vice-versa.
Also, a barrel should only contain typical contents you could expect from it unless there exists a reason to suspect it contains something else.