Plus Julian Lafey/Jensen seems to be really into procedural generation in his Indigo Gaming interview
I also noticed this and I would include Indigo guy too and many new Daggerfall fans. There is also a trend among indie developers and a lot of players in overestimate procedural generation cappabilities and true value in regard world generation and even more in pure random playable content. But procedural generation is also an obvious inferior way to design and implement content in comparison with the level of detail, design control and consistence posible with handcrafting. No Man's Sky animals aberrations or locations level of reusing aren't fruit of Sean Murray lies or developers lacks, but direct result of what procedural generation can do in regard 3d complex world crreation or creatures design... Procedural generation is only great in simple or highly abstracted worlds or mechanics.
Really, it depends. For exemple, CK2 is procedurally generated, but it is very deep, and it's a very good support for roleplay. Overall, I expect no less, but in first person view.
CK2 which is mainly a strategy game and far from a pure procedurally generated one, has not much in common with Daggerfall. The urgence, the timing, the competition, the point of view, the knowledge of world events, the exploration or lack ot it, the character progression, the replayability, the duration of a normal playthrough, etc, etc all is very different and favours the presence of random traits, personalities or other minor random features in CK2 while in DF random parts are a simple limitation by the world vastness and don't offer richness to the experience.
In fact Daggerfall is not exactly a procedural game. It's a very generic game, with a lot of reuse, but that's because its scale and there was some procedural generation in locations development for that reason, however a strict world design predates procedural generation, after which the world is fixed and the only procedural generation that players can experience is the change in loot and some monsters in less relevant dungeons and the change of locations or names in the most generic quests.
On the other hand the factions locations, the reputation system, the climates, the settlements and dungeons layouts, the relevant npcs, all is fixed. Also main quest locations, the best in the game by far and relevant npcs and dialogue, are obviously 100% handcrafted also. Daggerfall was good despite the procedural design of most locations and the random nature of part of its gameplay.
What are the best parts in Daggerfall? The character creation, the skill system, the multiple services, mounts or ships and other mechanics, the reputation system, the multiple routes in main quest. All designed content and mechanics with zero randomness.
There are other games more similar to Daggerfall than CK2 with good amounts of generic content and "spawning" as Kenshi or Mount & Blade, however besides differences in mechanics, both games have far more world dinamicity than true randomness or procedural mechanics/content. The world is deeply designed and fixed and besides dinamic world no randomness benefits the experience in any of those games -single player at least-. The best example is how superior are M&B total conversion mods that add layers of uniqueness and handcrafted and detailed locations, quests or events vs vanilla -that I insist, it's mostly fixed and not generated even if generic-