This unique character build (which, in the previous games, have included things like Race, Gender, Class, and Birthsign DIFFERENCES) represents your character's Abilities at that point in their life . . . which is at age 20 or 30 or whatever (not when you were born).
Your abilities at the beginning of the game should consist of your inherent Attributes (that won't change much) and your Learned Skills (which should improve as you level up). Attributes should define your character's inherent strengths and weaknesses . . . giving your character a bonus in one area, means that you have to give yourself a penalty in another area.
The problem is that too many people hate having any limitations on their character . . . yet these same people state that OB's character build was broken, because of how they were able to max out all their skills.
So do you want limits or not? You cannot have it both ways.
I think perks will define our character's uniqueness much much more than attributes ever could do.
You're partly right about inherent strengths and such through birthsigns, but the difference it actually and factually make is minimal, and if they would make birthsigns more powerful to give them a bigger meaning, it would really be problematic and make the character do big choices in the very beginning of the game, with no turning back and without yet actually have played to see what path he/she wishes to focus on.
However, as much as we know, we might get to choose a basic set of health, stamina and magicka (thus the effects of the attributes) from the start. If we don't get to do that, that's fine, since we level up quickly at the start anyway.
We still have race differences. I'm guessing gender differences will be there slightly too. Class is still present, but in a much much more specificied and unique form, which we get to develop through the actual game. Birthsigns... well, they're minor effects are gone, but their meaning is transfered into the constellation menu.
I think Bethesda has made a good choice of these things. To me, it makes so much more sense and is not as messy as before and at the same time allows us to be more unique and to define our players more throughout the game, without having to worry of making decisions the first minutes that will forever affect our player (and which we might regret later once we actually understand what those decisions mean).