yes i guess it's the same transition going on there it happens for very rare textures mostly those that are mountain attached or nearby roads snow on the mountains (but that blurs very nicely you wont realize it so much)
the camera also doesn't seem to have a direct impact of it if the distance is not fully loaded @ least so the player position seems very important in the calculation of it (like boris mentioned the overall lod system)
In the case above i guess nobody realized it as the test might have been going from riverwood down checking and that works nicely (if you out of the distance going down the lod switches) but if you go back it behaves strangely different suddenly and the lod for that texture doesn't switch fast enough but does this strange slow blurry transitioning phase.
That you don't realize the same in the scene i showed above is interesting it seems you accept the render difference in that scene which feels strange to me as i cant accept it
Though my eyes and brain are totally trained in Video Compression Signal analyzing and the first thing i saw was this difference happening, though in Realtime no one should miss this effect neither trained or untrained