It also seems to be a current fad for people to ignore the fact that the flawed features being thrown out are being replaced by a new feature that is different but accomplishes the very thing that the "improved feature" would have done and more. So I don't understand how people can be outraged when the new systems in place does everything the old system did but better. I just don't get it but that's me.
RE: outrage--pot, meet kettle. Just saying...
I'm debating whether to fully explain my reasoning or not. For now, I'll keep it simple to keep the post short.
1: So you know the new system does everything better from your many hours of Skyrim gameplay? If so, please clue the rest of us in on the details.
2: It doesn't do the same thing, at all, despite what Todd says. Have you ever looked at scripts or stats in the CS? That being said, as I stated in my previous post, it's possible that they've worked out a better system, though I have a feeling this might be looked back as Skyrim's version of the Radiant AI announcement. Again, as I said in my previous post, I HOPE I'm wrong, and I'm crossing my fingers.
2.5: Using attributes made a lot of things possible in mods and scripts that won't make sense anymore. Fatigue mods, for example, could take a lot of different attributes into account. They could run a formula on willpower and endurance to determine when to: darken the shaders, start panting, trip, fall down, pass out, reduce damage dealt, etc. The script could factor strength (or luck, or whatever) in to modify checks. The result was combat that was more challenging, and felt more satisfying and real. For this type of usage, perks don't replace attributes, but they can add to them (like in FO).
3. A similar example is gravity and physics. As the number of stats increases and the formula driving the behavior becomes more sophisticated, the feel of physics in the game becomes more satisfying. You don't have to understand the math, or know all the numbers in the background, but you notice the results. For the previous TES systems, real life, and most RPGs, stats are the building blocks that everything else is derived from (technically, skills are orthogonal, but that's a bigger discussion that doesn't change the main point). A well-designed game allows you to feel the effect of the stats. The new system parcels out the building blocks and makes them "higher order", which might result in unsatisfying feel and gameplay.
As I keep saying, I could be wrong, I hope I'm wrong, but my guess is that BGS made a big design mistake. It may be that they've improved the vanilla design but crippled the ability to improve on it with mods. It may be that they've improved everything. Until we actually play it's just speculation.