If we want better jumping, why not start jumping like a [censored] and level-up our acrobatics? Or why not use the ranged weapons and level them up, without using the skill points system of Fallout.
This is still in Skyrim, the original Game Informer article said that. Skills still increase as you use them and increasing your skills enough makes you gain a level, it's just that the class system has been removed, and now your higher skilla make your level increase more quickly than lower level skills, presumably to encourage specializing in specific skills, that aspect of the game has not changed.
And I don't really mind the removal of the class system, because in past Elder Scrolls games, classes weren't all that meaningful anyway. A class in past games was basically just a set of skills your character specialized in, but there was no reason you couldn't go and practice skills you didn't specialize in. They'd start out lower and level slower, but the real lasting difference was only that you could not level up from them, and in Oblivion, that only led to an exploit that allowed players to control their leveling to prevent enemies from scaling higher than they want them too. By comparison, in many other RPGs, your choice of class imposes limitations on your character, a warrior for example would not be able to cast spells, while only a thief would be able to sneak, thus, the class you chose was important. I wouldn't want something like this in the Elder Scrolls, though, as the fact that the series allowes me to play my character how I want instead of adhering to the traditional stereotypes of certain character roles is a major part of its appeal, but that's precisely why I don't mind removing the class system. As far as I see it, it's just taking some aspect the series already has a step further. Now, this doesn't mean there won't be, or shouldn't be, specialization, of course. But I don't need to have my character's focus dictated by a package I choose at the start, if it's instead determined by how I develop my character later on, say, which skills I focus on or which perks I choose.
And no, the lack of a class system and presence of perks does not make Skyrim "Fallout with magic", even less so than being first person made Fallout 3 "Oblivion with guns", since whereas the latter actually changed the way the whole game played, the former just changes one aspect of it, and it's not like having no class system or having perks or a similar mechanic is unique to Fallout.
But if you want to talk about real life, before when it was legal to walk around in the street with a sword on your belt, there was a caste system that decided who and what your profession was.
We're not talking about said "before" here, we're talking about a fictional world with no connection to real life. Some aspects of it certainly resemble certain aspects of real life, but in no way will it always be representative of real world history at any given time, especially since it doesn't take influence from only one time or culture. Now you're welcome to present evidence from any Elder Scrolls game that Tamriel, more specifically, Skyrim, in this case, since that's where the game is set, has a caste system, if you can find any.
Besides, somehow, I doubt that in the Middle Ages, anyone would be assigned to the "Thief" caste.
Besides, it's not like a caste system would make it physically impossible for you to focus on a different set of skills other than those your caste entails, you might not be legally allowed to, but the classes in the Elder Scrolls never represented legal restrictions. No one would complain if your warrior decided to start practicing magic, you just wouldn't be able to gain levels from doing so regardless.
Bethesda is dropping the class system to basically say, "here guys, go head n' do wtf you want."
Yes, that's the idea, seeing as that's something the Elder Scrolls has always claimed to offer. Bethesda just decided that the class system wasn't contributing to that.