We agree that dual wielding shouldn't be in the game, but you're missing my point. I'm not saying it's impossible to fire a gun in each hand simultaneously; I'm saying that there's no reason to.
I've never played GTA (seriously), and we agree that FO is an RPG. But here's the thing: it's still a shooter. If I miss, it should be because my gun wasn't aligned properly, not because the RNG said "no." I shouldn't have tried to justify that statement with realism. More importantly, if the game walks like a shooter and talks like a shooter, it should act like one, too. Of course, Fallout's still an RPG, so keeping in mind that this game's an RPG/Shooter hybrid, I think that Fallout's RPG elements (skills, perks, etc.) should have a more physical interaction with gameplay.
That said, if my Guns skill is really low, I agree with you that I shouldn't be able to hit much of anything. If you don't meet a gun's skill/STR requirements, sway should be unmanageable and spread should be irrecoverable. Hell, if you're a 1 STR, 10 INT Science nerd trying to hit people with a SMMG, the gun should straight-up fly off of you when you try to fire.
My main problem with that specific gameplay mechanic (accuracy based on RNG) is that it can be really hard to tell if you're missing or not when you're not using V.A.T.S., especially if you're using an automatic weapon.
I'll illustrate what I'm trying to say with an example in the extreme opposite direction: X-COM. X-COM is a tactical, turn-based RPG. Accuracy based on RNG is fine in a game like this because your chance to hit is a major part of the game's strategy. Gameplay revolves around troop placement and turn-by-turn strategy, not the actual act of shooting. When you order a unit to attack, it even displays percentage chances of hitting and critting.
So once again, I think that it would be a bad idea to implement/re-implement hit chance as a game mechanic in the next Fallout because the only way that you could really feel it in moment-to-moment combat is if you only actually fired in V.A.T.S. And if you're doing that, what's the point of making this game a Shooter? (whether or not you feel as though it was a mistake for FO to go from tactical RPG to FPS RPG is a whole different can of worms)
Honestly, we're arguing for the same thing, here. I want FO to be the best RPG it can be. But since it's also a Shooter, I want the RPG elements to make the shooting more fun by allowing you to really alter your playstyle based on how you build your character, and I want the gunplay to make the RPG elements more fun by making those choices feel weighty and important. I feel like you're contradicting yourself when you say that this is an RPG and not a "real life sim," but say that guns shouldn't be locked by skill, but that was just a suggestion on my part.