Halo: Reach, LittleBigPlanet, Crysis 2, God of War, Borderlands, Resistance 2, Uncharted 2, Killzone 2, Metro 2033, Red Dead Redemption, GTA4, Bad Company 2... They are all using deferred approaches. I know the bolds are using deferred lighting.
Deferred rendering is actually an optimization. It is for having many light sources at the same time without being too costly. So console games are using it. I won't be surprised if Skyrim is using deferred lighting.
Defferrend rendering does have drawbacks, such as it's impossible to use AA with it (though you can still use fake shader-based AA, which doesn't work as well but is much cheaper performance wise).
Still though, I'd honestly prefer most of my games to use deferred rendering. It's so much better in every other way. Old dynamic lighting methods were expensive, like in Oblivion (which didn't use any beyond the shadow characters cast with the sun, and that was a huge performance drain in cities).
Deferred rendering basically allows an infinite number of dynamic lights to be visible in the scene (even from a distance), and sometimes infinite shadows as well. With little (relative) performance cost.
Sure a scene that is lit with old style static lighting and doesn't have any dynamic lights would still run a lot more efficently than one with defferred rendering and no lights. But start adding 6... 8... 12 dynamic lights to an enviornment and that really slows it down. While deferred rendering allows you to pretty much add infinite lights and it'll run just as good as if it had zero lights.