In Starfield you have a mostly static view of your questgivers talking. Which was fine 10-20 years ago, doesn't feel as engaging today when many games do it much better.
It's also not only about this aspect, you can make engaging stories with old-school methods. But the writing could not save the aging presentation here, it appeared very bland and tired to me.
What absolutely didn't help was the persuasion minigame, where you essentially broke all pretense of having a story-based reason to bypass a certain check. Persuasion checks are very common in RPGs, I've never seen them done so terribly as in Starfield.
The environmental storytelling certainly was the highlight of previous Bethesda games. But the main and side stories often were engaging as well. In Starfield they felt aggressively bland and mediocre in a way I haven't really seen in other games.