Some cross-site trolling has been removed. Folks, there's fights aplenty to be found here - let's not go trying to invent bogeymen to pick on (and it's also a violation of our forum rules.)
Anyway, a couple of points I'd like to mention:
The original Fallout games worked like they did because that was the game Interplay wanted to make. We had 3D back in '97. It was fairly new, sure - not everyone had 3D accelerators, but there were 3D games out at the time. More to the point - there were plenty of real-time RPG games out by then (Interplay even developed and published a number of real-time games concurrent with Fallout 1.) The point being that if Interplay had wanted to use a different rules system or make the game real-time, it was well within their capabilities. Sometimes you guys make me feel old...
As to the "dumbing down" of Fallout 4 - I would instead argue that if anything was "dumb" or not properly thought-out it was the ruleset implemented in Fallout 3. They took the old rules, made some arbitrary changes (such as capping skill advancement at 100, for example) and then expected everything to function the same when the gameplay and scope of the game was totally different. This led to some foundational flaws that could be found through pretty much every aspect of the game:
For starters, Attributes were poorly balanced (not only against each other, but also in terms of properly describing your character's abilities and in-game use.) Many Attributes had very little direct functionality or impact on gameplay. Whereas in the original system, there was a give-and-take effect where sacrificing points in INT would mean less overall skill points, this was made up for through the advancement of other Attributes. A high-STR, high-END character could get by just fine with just a few skill points in a relevant combat skill. And conversely, a high-INT build needed those extra skill points to make up for the lack of immediate combat functionality they'd have received by focusing in another Attribute.
Skills were also improperly balanced against each other and in terms of gameplay usefulness. This was partially an artifact from the original system (which itself wasn't terribly elegant in it's skill distribution,) but little effort was put into an intuitive and even distribution of skill paths.
Likewise, the ruleset and character advancement didn't take into account the scope of the game it was being placed into, nor the end-game effects of the leveling system itself. The level cap was put into place predominantly because by then you'd most likely just run out of skills to spend points in (especially if you weren't thinking ahead and actually picked some of the skill-centric perks like Gun Nut - that you basically had to "meta-game" to avoid maxing out a character is itself a symptom of an improperly-implemented ruleset.)
And even with the level cap in place, chances were that by the time you reached that point (what, maybe half-way through the content if you were taking your time and not rushing through quests) that your character resembled everyone's else's character. It didn't really matter what your Attributes were by the time you hit level 30 - but you likely had most skills maxed out, and the ones that weren't up to 100 were ones you didn't use anyway.
So maybe as a knee-jerk reaction looking at the surface effects of the new changes in Fallout 4's system, one could think it was "dumbed down." But rather the opposite is true. From what we've seen thus far, I'm looking at these rules revisions as possibly the most thought Bethesda has yet put into it's advancement system (and I'm including Elder Scrolls in that block statement.) The proof, of course, will be in the pudding once the game comes out, but bear with me here:
From the descriptions we've seen and the videos released, Attributes will actually have some value once again. Evidence points that a character with 1 in STR and 10 in AGI will play distinctly differently than a character with the reverse Attribute choices. To me, it's a hallmark of a good system when, if you were to take out all skills and perks and other errata, that with just the primary Attributes the game would still function and each character would play in a unique way with their own strengths and weaknesses. And apart from the impact these stats will have on the game on their own merits, you still have to consider that each attribute's perks are capped at that attribute's level. On it's own that'll make choosing your attributes an important choice, and that's just doubling-down on the impacts attributes will have to begin with, on their own, and the systemic impact each attribute value will have on the game mechanics.
Skills, perks, etc - that's just semantics, really. Functionally, they're not terribly different. A perk with 5 ranks is no different (from the standpoint of surface mechanics) than many other RPGs that simply have values of 1-5 for all their attributes and skills to begin with (the old World of Darkness games, for instance.) We're not really losing skills, so much as we're re-designing the wheel, here.
And (I think this is very important,) the scope of game has been considered in creating the advancement system finally. There's - what, over 300 levels before you start to max out everything on your character? Conventional wisdom is that you're going to start bumping into the system's soft cap well before that becomes an issue, anyway. (For illustration, you could technically max out every skill in Fallout 2 to 200 if you really wanted - but it just meant months of grinding around random encounters in the world map. To actually play the game and succeed, you needed to specialize your character and think about what was of the most benefit at the time.)
In short - this system has potential to be the most elegant and thought-out system Bethesda has yet put out. It offers many avenues of advancement in a manner that doesn't require arbitrary level caps to attempt to stay relevant to the game, encourages unique character builds and experimentation without unduly punishing players for making "wrong" choices (there shouldn't be such a thing in a properly-planned ruleset,) and will maintain individual and unique characters through to the end-game and beyond most likely. If you think that's "dumbed down," then I really think you're just not looking beyond the most basic of the surface details - it's actually a fairly deep system from what we've seen (and we still haven't had a chance to really "peak under the hood" yet, either.)