That option already exists in game if you use a PC....
The issue isn't that it can/can't be removed by players, but that players have to actively make a decision to play in a weaker manner than they know is possible. Attack us by saying we have weak willpower all you want, but that doesn't solve the issue that crafting skills are powerful enough to replace the use of standard skills on their own (and the combination of the two is frightening). While I am not calling for total balance, I do ask that certain "routes" of play result in characters within +/- 50% strength of another character.
Simply put, it is silly that a pure crafter (100 in alch/enchant/smith, with needed perks assigned) is about
85%-95% stronger than a pure knight (100 heavy armour/block/one handed and associated perks). That is to say, a "perfect suit" of daedric armour/shield/sword, with only fortify one handed/fortify heavy armour enchants applied to it results in an overall strength completely (> 50%) greater than a skill/perk based character using the same (although not smithed/enchanted) gear.
Add to this that crafting is portable (can be used to focus on any skillset, not just one), and it becomes an absolutely stronger means of advancing your character. If I intend to play a stealth/ranged type, clearly I should use crafting to be better at it. If I play a mage type, clearly I should use enchanting to decrease costs of spell schools. The issue is that I will specifically need to apply willpower to avoid using these tools. They supplement any style of play, better than any other individual perk that could be purchased with 20+ perks it takes to maximize crafting. Sure, you could buy +100% armour rating perks, but you can nearly hit armour cap with absolutely no skill, and just a highly enchanted piece of armour. Sure, you could improve one handed damage by +100% with perks, or I can apply 120% worth of +damage for one handers as an enchant. Those perks saved are perks that can just as easily be spent elsewhere (or on those things to make them better).
Yes, you can say characters don't need to be this powerful, and this is true. But the issue is still that crafting alone is a superior means of getting to that bare minimum of "power" to get by in the game. Yes, you can say that as a single player game, there is no need for balance. But this issue generally affects all characters I create; I must actively choose to gimp myself, or embrace crafting. Yes, you can deride munchkin style players with your "role"-playing over "roll"-playing arguments, but at the end of the day, both are valid sources of entertainment and deserve to be accounted for.
The issue is that with crafting as it is, the only reason not to take it is so that you can specifically gimp your character. RP is valid, sure, but even with RP, if it turns out that the world you live in has aspect X that can be safely exploited to gain unlimited power, well... Yes, you might not intend to play a blacksmith, but you will realize that being a blacksmith is the superior method of reaching your goals.
Another part, unlike previous ES games, where it was arguable on how to get to god-like strength, there simply is no contest that alch/enchant/smithing is essential to truly maximizing your character. By the way the perk system works, there is no better way to spend the 20+ perks for crafting that result in equivalent (once again, I'm talking +/- 50% range here, not truly equal) output from normal perks.
What I'm asking for here is the option to not feel that I'm hindering my character by taking a perk in the A-Y perk trees instead of taking a perk from the Z perk tree. Once again, I'm speaking on the order of +/- 50% here, not exact equivalence. I don't expect perfect balance, just enough to argue a case that it is dependent upon style of play; stealth/archers should put perks into stealth and archery
first, mages should put perks in magic schools
first, warriors should put perks in weapon/armour perk trees
first. As it is now (as long as you have money to practice the skills to 100), it is superior to focus first on crafting, and then on the "playstyle" perks.