There is a mod for Oblivion which I love: http://www.tesnexus.com/downloads/file.php?id=13879. Basically, what it did was "allowing skills to contribute a small amount to related attributes as well as their primary attribute." You didn't have to micro-manage to get 5+ anymore. What you did affected directly to your atributtes, and luck depended on Infamy-Fame. It allowed another thing: although it was still there, it got rid of a concept that I think is overrated in today's RPGs: level. There wasn't jumps, you didn't have to wait until level up to increase your atributtes. It felt natural and simple. Then, Perks and all of that could be added, and let them determine more than everything else, but... why eliminate atributtes if they have sense?
Another thought I would like to share is about perks. I like how Bethesda are doing them, but, inspired by my brother, if I had to make a game I would include them in other way. Do you remember how in Oblivion if you advanced in certain skills you were able to do new moves, or forget about your armor's weight? Well, that would be a part (although I would like something... wider than in Oblivion). II would make two kind of Perks: some dependant of in what skill do you advance (if I use a sword a lot, I would learn new moves and be able to wield the weapon more efficiently, or if I use a fire spell a lot it would make more damage, or increase it Burning damage, or distance) and others dependant of what you do (if you kill, let's say, lots of spiders, you learn better and better where you have to atack so you gain a bonification when fighting that creatures, or if you have robbed to lots of people you gain a bonification to Sneak).
I repeat that I like how Skyrim is going to cover this, but I will miss atributtes... and sorry for my ortographic mistakes, that I'm sure there are (I'm not a native speaker).