I don't know - I've been having a good couple of years as a fan of turn-based games (Wasteland 2, X-Com, Massive Chalice, Dead State, etc; and Blood Bowl 2 and X-Com 2 on the way among others.) Generally I prefer a strong focus on character skill in my RPGs, but I like a wide variety of games and I think if you're going to have a lot of real-time combat in your game, then you may as well tighten up that aspect of the gameplay as much as possible.
I think the trick is finding a nice balance where the stats you do have in the game have a real and noticeable impact while still having tight real-time mechanics.
My own pet idea for Bethesda's take on the Fallout games was to have a circular aiming reticule that shrank and grew to represent the possible spread of your bullets based on a variety of factors (ie, high STR recovers from recoil faster, high AGI makes you more accurate while moving, PER tightens your aiming quicker, etc.) But I think just some way to incorporate your stats into the impact of the weapons you use would be nice - there's more than one way to accomplish that.
I would be surprised if there weren't Perks that improved your accuracy, or at least some role for Attributes in there. What I'm really hoping for is finally a mechanic that's equivalent across all skills and actions. It kind of bugged me in Fallout 3 and NV that some skills operated on a gated system (Science ranks only mattered in increments of 25, whereas other skills used percentage roles.) That just seems right to me - I don't believe you need actual die rolls to make an RPG (I've played plenty of tabletop games that didn't use die rolls at all, or even alternate methods to simulate chance and outside factors,) but you do tend to need a ruleset that's equivalent through all uses of it's core mechanics.
Anyway, I'm rambling tonight.
This is Bethesda, I know what sort of games they make. I happen to enjoy those games, but that's my opinion. I've not always been a fan of their ruleset implementations (I didn't mind that they slimmed down the attributes in Skyrim, for example - but the manner in which they implemented the remaining three made it pretty much a pointless mechanic - the game would have played effectively the same with nothing but Skills the way they ran with that.) Theoretically, a bit of refining can make for a tighter game - it just remains to be seen if that's what's going to happen with Fallout 4. But as far as trying to improve the real-time combat that's something I would have hoped would be an obvious one - you spend a lot of time shooting things in Fallout, you're going to want to tighten that up. No matter how granular the ruleset is going to be it's not going to be any fun with a clumsy real-time combat system tacked onto it.