"Go where you want." You have three options with a map: Finite with boundaries, finite with wrap-around topology, or infinite. "You can walk all the way to the top of that mountain." Not a lie. "These NPCs are not scripted." What's the expectation here? That they're sentient? They're scripted in the sense that there are some pre-defined scenes which play out on a script, but the overwhelming majority of their interaction is dynamically generated based on the current circumstances.
"All of this just works." As I said above, this is a nonsensical statement in the world of software development, but I gather the intended meaning was from a development standpoint, rather than user experience - as in "We didn't have to work nearly as hard to get objects, environments, and NPCs to interact with each other in the ways we wanted them to."
There's no reasonable way for the public to distinguish between whether they were hand-crafted or procedurally generated, though.
While they can get a little same-y after a while, they do have recognizeable variation between them. Between those categories, Skyrim has a total of 202 such locations. "The game has over 200 dungeons, all hand-crafted." Not sure which game is being referenced here, but Skyrim is pictured: Skyrim doesn't use the term "dungeon" as a proper name for anything, but the label could reasonably apply to caves, forts, ruins, mines, and dragon lairs. "This is an enormous, dynamic world." Well, isn't it? Dynamic (non-scripted) changes can and do happen on a regular basis, and the map is comparatively large by most standards. The "It just works" statement aside (which was a silly thing to say from a software development standpoint, regardless of the quality or stability of the product), that's a pretty cavalier definition of "lies."