The reason I believe Howard and his team decided to axe attributes in favor of skills and feats is because the way attributes were implemented in previous Elder Scrolls games were essentially the same as skills -- when you level / gain experience, you increase them. I don’t believe this is how attributes were originally intended in pen and paper RPG’s (at least, not in D&D). Attributes were fundamental characteristics of your PC (player character) that DO NOT CHANGE OVER TIME / experience (more or less.. enchanted items or magic buffs could provide increases). When you rolled your character, you tweaked the numbers on your base attributes (i.e; adding to strength, removing from intelligence) to build yourself the character that you wanted to role play. By making yourself a super-strong guy, you have to compensate by taking away from something else (i.e; be slower and dumber), and live with those handicaps throughout the game. Ideally, the bonuses and handicaps should make a significant impact on your character no matter their level (although skills should also have a significant impact). I believe that the best system should have both skills (experience-based bonuses) and attributes (call them “genetic” bonuses and handicaps).
For example, by increasing your strength to eight or nine, you would gain a x1.5 modifier to your base damage, be able to wear heavy armor with no encumbrance penalties, bash chests, etc... But by increasing it, you would then have to take away a point or two from some other attribute, like intelligence, and suffer some effects like not being able to read certain higher level scrolls, or talk to people like an ogre.
Say what you want about not liking attributes or classes or numbers and character sheets -- but don’t tell me you are “revolutionizing” the genre by getting rid of them.
Oh, and status-bars (i.e; health, mana, stamina) are not attributes or skills -- they are something else entirely.