Some of Starfield’s planets are meant to be empty by design - but that’s not boring, Bethesda insists
(www.rockpapershotgun.com)
Radiant quests are just finding 3 slurm-slushes for the NPC, and they are in 1 of 5 predefined locations, and the reward is either 25 gold or 75 xp.
The next quest is a quest to kill a randomly generated NPC, also in 1 of the same predefined 5 locations, for 34 gold or 99xp.
It's just a few objects getting called in a class in order to keep things "fresh". But I'd argue that it's bad game design in order to make the world feel more alive. Deep Rock Galactic took the AI director from L4D2, the randomness of minecraft and its materials, and the classes of TF2, and took radiant quests to their ultimate conclusion. And it's great.