Oh, you meant the right-click-to-cycle makes the difference! I understand now.
But this was a really a minor improvement, not a major interface overhaul (and, in games like
Gabriel Knight, which had eight actions, I suppose many players still preferred choosing from the - superfluous, in theory - upper menu of object actions than cycling through them). There is no way you can call KQV's interface different that MI's, and yet at the same time refer to the coin menu in CMI or
Full Throttle as "based on the same principle" as right-click-to-cycle thing. The way I see it, they are
all slight variations of the same point'n'click principle. Just like, perhaps the most popular today, "intelligent cursor" variant.