After seeing and failing to care about the twelfth skeleton propped up by the developers into a "humorous" position, they didn't even register to me anymore.
I think this is a very good point and I would like to expand upon it. There is a blog piece by Joel Burgess, lead level designer for Skyrim and Fallout 4.
http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
First it is interesting to note that Art fatigue was considered when creating Skyrim as Bethesda did not want to be criticized as they were with Oblivion. Joel discusses some of the ways that art fatigue can come about and an especially good quote, "Art fatigue sets in where this repetition becomes obvious and erodes the authenticity of the world." which closely demonstrates what I would like to coin, a new fatigue. Environmental story-telling fatigue and Level design fatigue.
It is clear in this article that Joel understands the formula to break up world story telling for authenticity. If every location you enter has lulz teddy bears and lulz skeletons it becomes repetitive. This is the reason why you and many others will stop noticing it, not because it doesn't tell a story, but because you see it everywhere you go. The same can be said about radiant quest having quest fatigue, or settlement building fatigue, it is all repetition, I know that I got pewpew fatigue quite quickly.
In an effort to keep this post on this subject I would like to theorize that the level design group at Bethesda was understaffed/overworked. Being creative when world building is easy in one location, sometimes it can be easy in 50 locations, but if your team has 1200 locations it will feel like every area was made by the same person, predictable, obvious and boring.
I think the story telling of Fallout 4 is unbalanced
90% is environmental, repetitive and predictable and told by level designers.
5% is quest, taking ideas from other games and popular movies told by quest writers, also repetitive.
5% is quest, copy/paste from the previous title and told by quest writers, also repetitive.
I believe that Bethesda put all their eggs in the voiced protagonist basket and realized it was more then they could chew, they then put a focus on level designers to fill in the gaps. Forcing level designers to be responsible for story burnt the level design team out and this is where repetition and breaking all the formula created for Skyrim came in.