Also, you picked Dwemer architecture, and they're known specifically for their love of consistent, reproducible, sharp-angled design, at least as far as the current lore stands. I'll admit, it's been a damn long time since I played Morrowind, but this actually seems like a repetition that's correct.
..it wasn't just that they looked similar, It was that it was two parts of the same dungeon. You go through a door, and everything remained similar, except for some inexplicable reason it was now blue. Why not just skip the blue? It would have been fine.
There were a lot of people who did some truly excellent work for creating scenes in the game, and despite having to deal with executive mandated dungeon layout, (clusters of enemies, fixed bosses, loot chests, skill books as loot, backtracking-free one way exits.) A few of them weren't up to the high standards of the rest of the game, where great composition work was the norm, as well as the very solid work on the overworld and for the cities, where they successfully made them distinct environments without resorting to that kind of cheap techniques.
The work on such things overall was very well done. The only issues it caused was stuff like the dead NPCs often being more interesting than live ones.