
Inefficient/unoptimized would be an accurate description. I think it’s important to add, for bethsoft games specifically, that the save includes all changes to objects, even if the player themselves didn’t interact with them(e.g. Physics interactions, explosions moving things, npcs bumping stuff around), and also includes all NPC changes. Master files(ESMs) get loaded, then the save loads the changes it has baked in to the databases. So, when you load up a save that has traveled the world and loaded a lot of things into save memory, the engine has to sit there and reconcile all the changes with the ESMs, which can add up quick if you’re playing modded.

Save bloat is more often related to excess values not being properly discarded by the engine, if I remember right. So it’s not that the objects themselves take up a lot of space, but the leftover data gets baked into the save and can end up multiplying if the same scripts/references/functions get called frequently.
It was a lot worse with Skyrim’s original engine, and got better in Fallout 4 and Skyrim SE. The worst bloat happens with heavy modlists, of course, as they’re most likely to have poor data management in some mod.

I’m not gonna lie, I read this and thought “Didn’t that game come out like…10 years ago?”
Using the exact same name for a reboot/sequel is absolutely bonkers, especially considering the original was also just okay. I remember it being nothing to write home about, especially with DS2 coming out earlier that year.
I didn’t hear a single thing about the game until after it was already dead, and that’s why I’m not surprised it flopped.
If they’d done better(read: any) marketing or public testing, then it might have been at least salvageable, but from what I’ve read it seems like people weren’t fans of the character designs and gameplay either.