Well, my real point was that it's impossible for me to create a pure fighter, even if I wanted. I would know at least a little bit of magic regardless, which kinda spoils the role playing part for me since I'm playing a fighter. Plus, I can't help but use it when I know it's there, although it feels a bit like cheating.
That's just the way the game is designed. The Elder Scrolls series has always focused on freedom, and that includes the freedom to defy the cliche that warriors must be slow and stupid and mages aren't allowed to sneak, which, frankly, I'm glad is the case. Although in Morrowind, the game didn't give you spells at the very beginning unless you actually chose some magic skills as major or minor skills. Although there was still nothing stopping a warrior from buying spells, and the only thing that might stop you from casting them was your magicka and your skill, the former of which could be increased by increasing intellgence and the latter by training, and in Morrowind, unlike in Oblivion, you could train as much as you wanted, as long as you could afford it. No "five sessions per level" limitation. But regardless, since the game didn't give you basic spells from the start even if you had no skill in those schools, it might be said that it removed some of the temptation for your characters with no magic skills to be healing themselves with magic. But the basic spells given at the start of the game were kind of needed due to the tutorial setup Bethesda decided to go with, as they intended to make it so that you had a chance to try out different skills before actually choosing your class, and the skills you use would then effect what class Baurus would think you were (Not that the class he mentioned mattered, since you could still change it however you wished.) I'd argue that the tutorial still wasn't able to fully allow players to use all skills before using them as it did not have a segment that demonstrated the speechcraft and mercantile skills, but I'm not sure how you'd include those using the escape through the dungeon's setting Bethesda decided to go with anyway. But regardless, the basic spells you get at the start won't stay useful later on, so if you want to use magic, you're still going to need better spells, which you would need to raise your magic skills to cast. All in all, it's a system where your capabilities are determined not by some overly limiting stereotype of what certain class archetypes can do, but by your actual skills, and your class is really just a set of the skills that, in theory, you specialize in. It isn't a perfect system, of course, but I wouldn't want Bethesda to sacrifice the freedom it offers.
Regardless, though, I've never really found it hard to resist using the flare spell given at the start if my characters don't focus on magic, chances are whatever weapon they specialize in will do more damage anyway, the healing spell is a bit more tempting though as it doesn't feel right to be constantly waiting to restore health after combat but I don't want to waste poitions when I'm not in the middle of a battle, but regardless, such a basic spell will eventually become obsolete, especially for warriors since they generally have more health, which means that the amount of damage the spell heals just becomes not enough to really be much use sooner.
I'd argue that the game makes it too easy to succeed at being a "jack of all trades" character, but that's a different issue. The game still doesn't grant you the ability to be good at everything from the start, you need to practice your skills for that, it's just that there really it's not that hard to maximize even your minor skills.