Yeah attributes are not bad... if there wouldn't be 18 other skills that do the exact same things, nearly the exact same way...
In other RPGs mellee damage is purely decided by strength, skill only comes into factor with special moves or attack rolls, but in TES weapon skill also raises the damage done by the weapon, and in much bigger manner than strength itself.
RPG don't NEED attributes, they need ways to differentiate characters and that can be done in many ways, with skill numbers, traits, feats, perks or even inventory, attributes is just one of them but not needed, unless you want a realistic simulator, but then you need more than those simplistic attributes...
Everything you could do with attributes is still in (apparently everything except speed, but that can be debated...) and not just in the 3 stats, but in the 18 skills and the many perks under them.
Players (some players) that view their character as a unique individual in their own right... a character ~native to that setting... like RobinHood (personally)... These players want (and actually need) character attributes, because for them its not about wearing a "digital wizard suit, and gaining wizard powers", it is about a specific person, with specific personal (pre-existing) abilities and limitations; the game is about what unfolds for that person, with those vulnerabilities and skills.
Yes, and that specific person also needs a specific personality, with specific lines...
...and we would enter the jRPG category...
How is adding to strength any different, than just using a sword and getting better at it?
Why can't you differentiate from your character by using a weapon, doing things, that' preferred by the character, not the player?