You don't seem to understand what a "control" is. Also, you're mistaken in assuming 13 was a control vault. It was a test of prolonged isolation, thus why the water chip had to be replaced and why the Vault Dweller was subsequently exiled after completing his task. These were thought up by Tim Cain, not retcons by Chris Avellone and the Fallout Bible. FONV wasn't "influenced" by FO3, it was forced to use FO3's software resources. So vaults in the Mojave consequently have the same aesthetic design as D.C. vaults, even though they're not supposed to look that way. It's solely because of the engine and art assets and an appallingly short development cycle that made the FONV vaults' appearances identical to Bethesda's works. But their concepts are the same as the original vault concepts. 22 was all about self-sustainability. 3 was a control (meaning, no test, JUST a vault, randomly assigned population, left to their own devices). 11 was a
test of morality under pressure, a purely psychological test. Nothing nefarious, nothing evil. The "evil" came from the people (that's a running theme of the series), not the test. Vault 19 was a study of paranoia, again simply purely psychological. Vault 34 was a similar to 11 in that it tested social morals, this time by using the presence of freely available weaponry stored in the vault without any restraints. Once more, the downfall of the vault was the people, not the experiment.
Vault 22 seemed SIMILAR to FO3 vaults, purely because people took the layout of the vault, drew comparisons with 83 and the presence of mutated biology and simply assumed it was a test vault for FEV. Again, its similarity in appearance was due to the GAME ASSETS that Obsidian was forced to work with. The vault had nothing to do with FEV, and the mutated plant life was provided by Big MT. The reason the tests took on the shape of a sinister mad scientist experiment were because of Big MT's immoral research, using 22 as another one of their "test cities", happily spreading havoc for the sake of their own curiosity. Likewise, the Villa was subjected to bizarre horrors, specifically to satiate the Think Tank's endless morbid curiosity. However, it's crucial to note that the Villa had NOTHING to do with Project Safehouse, or Vault Tec, or the Enclave, or ANY groups associated with the Vault Behavioral Experiment. So really, 22 had nothing to do with FO3's bizarre ideas, nor was it inspired by Bethesda's interpretation of vaults.
Now let's compare all the above mentioned vaults to D.C. vaults.
101 was an indefinite isolation experiment. Well, that's just a repeat of 13, except replace 200 years with infinite, but they still provide the exact same purpose. 101 is a redundant vault. 106 was conceived in the Fallout Bible, so it gets an okay. But it looks like some kind of bizarre mad scientist experiment, doesn't it? Well, note that the Bible ONLY described that "psychoactive drugs were released into the air filtration system 10 days after the Door was sealed", it doesn't say what they did, or what happened to the vault. So, technically, it's an experiment of psychological stress, just as with all the other vaults were by their original design. But the depiction in the game came off much more sinister and "wacky mad scientist experiment" by association of the other vaults.
112 was some kinda of test on a form of suspended animation to preserve these top scientists from Vault Tec. That just doesn't make any sense, because 1) Vault 0 was already "preserving" (through removal of the brain) the "best and brightest" and trying to use them to renew the post-apocalyptic world along with the resources of the Calculator- so already 112 is redundant, like 101; 2) it's subjecting a test on its own board members when the whole purpose/design of the vaults was to test RANDOM POPULATIONS, not their own scientists- so it contradicts the point of the vaults. So 112 doesn't fit with the rest of the vaults. Seems it was just included so there would be a convenient excuse for James to be "captured", suspended, and somehow be able to contact a pre-war scientist about the G.E.C.K. for his plot arc. Vault 12 wasn't shoehorned into the game to serve the plot. Exposure to radiation had nothing to do with an intact water chip.
92 was a deranged "super soldier" experiment. Need I say more? It would've been fine if the point of the vault was STRICTLY to gather artists and only artists, and leave them to their own devices, rather than populate the vault with capable laborers, and it would probably take a similar shape as Rapture from
Bioshock, a city populated by intellectual elites, but collapsed because no one wanted to do their own laundry. 92 could've been destroyed because there were major revolts as a consequence of groups of people considering themselves MORE elite than their contemporaries, leading to a social hierarchy that spread oppression, leading to extreme unrest, and eventual revolution that destroyed the vault. It could've been similar to 11, in that the test was innocent enough, but that the people would make it evil. But what we got was, instead, just another "mad scientist" test of subjecting the populace deliberately and sinisterly to something intended to turn them into violent killers. What purpose would this even serve for the Enclave? Zero! They aren't hoping to repopulate the planet by making soldiers, they're hoping to come out of the other side of extended isolation, under a variety of circumstances, no worse for wear, and repopulate. Mad scientist ideas just don't fit the mold of the vault experiment. So 92 doesn't work, either.
108 was decent, as it was a test of perpetuating a social order in the face of inevitable death, brought on by hereditary genetics. Could the use of cloning technology save these people when they all have genetic conditions that shorten their life spans? Well, if you took out the cloning technology, it would be the exact same times. Would a society that ONLY has a gene pool afflicted with various debilitating and fatal conditions be able to survive? They would likely impose a social structure of having shortened generations, unlike the world they came from, but not unlike many centuries ago, when it was normal to begin a family in your teens. They would be repopulating their vault and hoping for the randomness of gene swapping to create future generations that could live longer, or just keep up their model of frequent fucking. Perhaps, in the end, we'd end up with "Gary"'s who were like inbred bastards, capable of living long lives, but mentally defunct. Or perhaps the vault would manage to survive. Or perhaps the vault WOULD have died off, regardless. Unfortunately, rather than take this thought-provoking route, Bethesda once again went the childish route with a "mad scientist" edge and just made it all about science gone wrong. 108 was a decent idea, at least on the surface. It could've been a really cool vault. Sadly, it was not to be, because they can't write their way out of a paper bag.
83, of course, was just another excuse to include Super Mutants without further stretching the already-stretched-thin premise of "the Master's Army just continued further East". It was hard enough to believe in FOT. Harder still (if you exclude the HORRIFIC writing and... everything else) to believe it in FOBOS. But as a catch-all, ALL you needed to explain Super Mutants is that they traveled further East. It's simplistic, but hey, they used the EXACT SAME premise for their shining knights of the wasteland BOS, didn't they? Why not Super Mutants? Well, 83's brand of FEV took significant "inspiration" from FOBOS. Mutants that continue to grow as they age, for some reason. But the real problem with 83 wasn't that its FEV was different, but that it HAD access to FEV, or even bothered to use it in a BEHAVIORAL EXPERIMENT in the first place! Again, just as with 92, this has no place in a social experiment. But understanding that requires understanding what a social experiment even is, which thus far Bethesda have had a track record of 0 for 5, so going on to #6, they continue this trend of misunderstanding what testing PSYCHOLOGY is supposed to entail, and assume it involves mad genetics experiments. So, once more, 83 doesn't work, either.
None of the Mojave vaults even remotely resemble this kind of model of background concept. Self-sustainability is similar to prolonged isolation, except you're not forcing the population to remain isolated, you're provided them the means to survive in isolation, and see what happens. A control is a control, it's meant to watch the basic concept of your testing environment without adding any variables (the tests). Social or psychological pressures as a result of your population selection or circumstances are testing morality and psychology, which fit the model of social experiments. THE most "out there" vault in all of FONV was 34, and this was only because it took FO3's idea of radiation resulting in feral ghouls, and that the process could take place within a couple of years, and it also had to fit in a timeline that made sense for 204 years. But the core concept was still sound. It was exposing a populace to social pressures, not some bizarre genetics experiment against their will.
These aren't "crazy". NO ONE (who's a fan of the core series) thinks the vaults are "crazy". Most have the same feeling, that FO3 just got them all wrong, that FOBOS was a piece of shit, and many also feel that FOT didn't do the story right, either.