Because we're in regular places after our escape? I'd agree, if we were constantly in the Underdark, or in the Hells, but we're not. We're on the mainland, and that's where the regular people live, and that's why it's all "regular peopley". Yes, spellchecker, peopley is a word, I just made it up... Messing around with the patch today, I didn't notice anything "out of the ordinary" that I didn't do to myself playing around with the highlights in the hair options...
The Underdark should be more Underdarky though, the Crypt more Crypty, the Abandoned Temple of Selune more Abandoned Templey. Visually, I feel it is not dark enough. In the case of the Underdark, I like that the main source of lighting is phosphorescent fungi, but the darkness outside of those fungi should be more oppressive. Delving into places cut off from the sun should force a dependence on the primary light sources in the area and their near vicinity, not allow those light sources to act as a mini-sun, metaphorically speaking.
That can, and has, been taken too far though. Hell, even in Fallout 4, there are places that are visually dark for the sake of being visually dark. I'm not a fan of walking into a wall that I can't see, maybe because being blind in one eye, I do it all the time. I'm surprised I don't have a massive calcium deposit on my right shoulder from clipping door jams. I can see the Underdark requiring either low light vision or torches, or even both sometimes, but that's the trick there, if one has low light vision, that visual darkness will be somewhat mitigated anyway. So, for me, who prefers to play as Elves, it wouldn't make a lot of difference. It could even be, given that, that that's why I'm not noticing what you're talking about. But with the temple, there is a hole that you can literally jump down into to gain access, it wouldn't make a lot of sense for the light not to filter in, which it does. There are also people there, in the entrance way, and so having lights provided makes perfect sense, there's people there.