The problem was the attributes reflected poorly in gameplay terms and they had a strange way of leveling them which is why I would say they used perks to provide some of their functions because you can more directly see the effects without it being connected to an arbitrary attribute
Point 1 - there's nothing arbitrary about attributes. Again - you, I and everybody reading this already possess them. They aren't just conjured out of thin air - they're real, defineable, measureable traits.
Point 2 - how could an attribute that, if used, increases steadily and incrementally be more "arbitrary" than going to sleep one night and waking up being able to zoom-aim a bow?
Most of your attributes can be derived from the skills and perks you choose anyway
No they can't. I want to be able to point at a character and say, "He's strong." When I point at a character and say, "He's strong," that says something about that character - it provides a quick and straightforward way of describing that character that can be readily understood by anyone. What does it tell me about a character if I can point at him and say, "He can make time slow down." That he's Neo?
Perks have their place, but they're not a fit substitute for attributes. They should be an addition to attributes. "He's fast. He can do extra damage with his sword." "He's strong. He can do extra damage with his sword." With attributes
and perks, that's two different characters. With perks alone, it's only one. "He can do extra damage with his sword."