Er... yeah. Designs that really work will always (always have, always will) spawn clones and design evolutions. My reasoning for the statement quoted above is that over time these designs have been refined and are much better now. You're complaining about being able to save often? That's a bad thing?
And refinement has a limit. I don't think that saving often is necessarily a good thing, games have a lot to do with skill and allowing wars of attrition against the mechanics doesn't really make for fun games. Sure you could just not allow yourself to save, never hit that quicksave button so conveniently placed as f5 now, but I don't see anyone turning down a tool handed to them by the developer. Roguelikes are amazingly addictive to me because of their perma-death features, or what is essentially a very limited save system. I'm not asking for developers to outlaw saving, just pointing out there are other mechanics.
I think there are tons of games with a unique graphical style and tons more that attempt it. I could give you a list but I don't have time right now. I think you're right in that it's easier for a developer to get a technically good-looking game out there with very little in terms of art style, and I think that's because working with constraints in low-res forces one's hand to create a unique style. With the transition to higher resolutions and adding an extra dimension there is more that can go wrong and there are fewer limits constraining artistic style. I don't think there is an industry bias towards generic-looking games, I just think it's harder to make a strong visual style with this increased fidelity, hence you are seeing fewer games with a unique style. But they're out there.
edit: P.S. you're totally right about JRPGs though: tired, shitty, archaic 80s game designs that were never fun in the first place. The genre needs nuking from orbit
The fact that you just give leeway to generic looking games because they're harder to make is ridiculous. You're absolutely right that with higher resolutions, more polygons, etc. it's going to be harder to come up with good stylistic art. If a company is going to attempt a game with those qualities, though, they had damn well better be sure that they've got the talent on board to utilize such technology. It should not be an industry standard to put out a game that requires man-hours, but not thought.