I agree none of the behavior in any Elder Scrolls game really qualify as emergent. Hence why I used the word dynamic as I thought what you were referring to was a feeling of the game world being alive.
If you're referring to magic items having both positive and negative effects and having to find workarounds then it sounds like you're talking about basic synergy rather than emergent properties.
I do agree that it's a shame they've removed spell crafting and made some things more clearly positive or negative. But I must say I don't mind how ridiculously unbalanced magic was in Morrowind.
The interactions between the magic design and alchemical systems can be emergent, but you're right that the cancelling of the negative effects of the OP items could be called synergistic instead - I think it depends on whether the effects were intended to be cancelled or not, which I don't think they necessarily were given the ones I mentioned were both introduced as jokes and items that are OP with a significant negative effect are usually coded as cursed or xeno-objects, and afforded a high status rather than being granted by random passers-by.
If you're referring to magic items having both positive and negative effects and having to find workarounds then it sounds like you're talking about basic synergy rather than emergent properties.
I do agree that it's a shame they've removed spell crafting and made some things more clearly positive or negative. But I must say I don't mind how ridiculously unbalanced magic was in Morrowind.