Its an interesting thesis, though again, a questionable conclusion.
Running the numbers for giggles.
Far Cry 5 (the last "Ubisoft formula" game I played), apparently has 20 Outposts total.
Elden Ring has 56 dungeons as best I could find (
https://www.ign.com/wikis/elden-ring/Dungeons)
- Both have points of interest besides these heavily designed encounters that I'm going to disregard for simplicity sake
Now in terms of fatigue (or the point of "I can't be bothered with this anymore"), theres some more interesting nuance.
Far Cry obviously suffers in enemy variety. As the video notes, part of the issues with the Ubisoft formula is theres like 17 things other then the main gameplay with hunting, fishing, crafting, darts, apparently cockfighting comes up in one of them, et al. (I can attest to this from Watch Dogs 2 apparently deciding to moonlight as a RC car puzzle game for most of its open world content)
However, Far Cry tends to not have unique loot so much as just finding cash money for its gun shop/upgrade system (such as it is). It doesn't at the endpoint, waste your time in the Outpost, until you hit the point where you've locked in your weapons. Because its not an RPG (maybe I should've pulled a modern AC, but I haven't played Odyssey or Valhalla) the weapon upgrades are pretty quick and not exclusive in any way.
Elden Ring does have unique loot. Almost to a fault. Now, this does guarantee you will find "something" in a given dungeon. However, the excitement is going to dull out once you get yet another Spirit Ash or weapon/talisman that is unsuited for your character (spoilers, if you're not an Sorcereror/Spellblade type, alot). Even if these were all equally viable and usable (again, they're not, but thats expected), Elden Ring also relies on upgrade materials that are limited to match up any new finds to your current levels. The upgrade materials do become mostly unlimited (Save for the very last), available for rune purchase, but the final 3 tiers of key items for this are all found in the penultimate mandatory story dungeon, which is inaccessible until reachng said point in the story, open world be damned.
Which brings to a question of context or motivation. Your motivation for clearing outposts in FC5 is to unlock the story progression more then anything. Its not astoundingly logical, but it works. Your motivation in Elden Ring is... to get loot for the most part. The random dungeon bosses typically give out a piddling amount of runes as actual levels go. Contextually speaking, you don't get any clues to what the loot is (other then Catacombs will mostly provide Spirit Ashes). Two of the best early game weapons are just found in empty rooms down staircases in open world ruins (the laziest of the aforementioned points of interest) without so much as an elite enemy camped on the entrance. You simultaneously learn to expect nothing of note from ER's dungeons, whilst also making doing every last one of them almost mandatory if you are trying to find a solid bit of gear without using a wiki.
Of course loot isn't everything, we have world building to go on as well... and Far Cry 5 gets something of an easy pass here. The real-world setting means we have a full context for why you might want to control a fuel depot, or a marina, or any number of structures. And why liberating these is important to defeating the big bad. Elden Ring.... has oppurtunities to develop stories and lore to a location. It doesn't take the oppurtunity often. Highroad Cave and Gaol Cave are counter-examples, but most of the dungeons are faceless arrangements of reused tiles, and even their 1-2 unique pieces of loots item description rarely presents anything to do with the location. Even in those two examples, the Blue Dancer charm has nothing to do with the collapsed divine bridge, and of our 3 loot items for Gaol cave, the only connected one is the very basic shield thats actually prisoner stocks.