I am amazed at how much people get hung up on stats. You would think we were talking about Madden Football (n) instead.
I've always felt that stats were a necessarily evil - a way to keep things stable, and keep DMs honest. With tabletop games, there really isn't an alternative, as it's a key element of how the story is progressed. A good DM will use your stats to make the game enjoyable. A bad DM will drop a dragon on a bunch of level 6 newbs that just got fireball...
However, the story should come first, with the stats only giving you a guide as to how you should proceed. Frankly, stats are one area where I feel a lot of improvement could be made, and I actually like the idea of skill progression through use - and the opposite, degradation with lack of use. This would make how you play the role important for how you develop the character.
In this sense, turning over control of the tables to the computer makes sense. Add in the rumors that the game will actually alter what subquests are offered based on what skills you excel in, and you create an even deeper sense that how you play is important to the story. At least to me, this is the holy grail of RPG's - a model where how you battle is just as important as who you battle in determining the direction and tone of the story.
The only downside is that it is hard to be a good generalist in such a system, because you would have to constantly be changing tactics to maintain your disparate skills - but then, this is true in real life as well.