Modern ~and older RPGs don't tend to indicate relative skill visually, very often (if at all), or very distinctly when they do. The player can commonly see their PC attacked by two enemies, using the same animations... but one enemy may be attacking with +5 to accuracy and damage, while the other is attacking with +29's.
(This actually happened to me in an RPG.) One needs to be able to understand ~technically, what the PC knows in the moment, and understands by experience... The player cannot feel what the PC feels when they punch (or get punched by) an enemy that feels like a bag of bricks, or hits with the precision of striking a blind and bound target ~despite them being free to defend themselves.
It would be different if the game switched out animation sets for PCs and NPCs alike, to indicate the presence of advanced skills; most don't seem to... and a numbers list is far easier, and just as functional. The best I've seen is unlocking special attacks, but that only indicates minimum skill.
The two are [ideally] mutually exclusive. In an RPG, you can essentially consider the player's input, as suggesting actions over the phone... "Shoot this guy first", "Pick the lock". It should be impossible for the player to say, "here, let me help you".
I would not describe RPG like that myself. I would say that RPGs are for extrapolating PC behavior ~based on the role; and in a game specifically designed to acknowledge and react to PC actions, and as well to filter those actions to what is appropriate for the current PC(s).
*The role need not be optional, (though often is); just as it's very often mutable (which is usually good).
Your post uses the terms "outdated", and "stale", and "significant" in very subjective ways; ways that you may not realize come across as a bit condescending; and you mention skills as needing a lot of points at once ~as if that were a flaw.
*It was a gatekeeper mechanic in FO3, and Fallout 1 & 2; though in the latter two, the PC that was a few points shy, could often succeed if time was an option... Conversely, in FO3, the PC could never succeed with all the time in the world. I expect that with perks-as-skill, that FO4 has shifted farther towards the permissions model; [where the PC cannot fail if they have permission, and so always knows the outcome in advance].
I think this is mistaken, in the sense that the issue with many changes is that they are understood, and seen for what they are ~and what they are is the problem.
As for what we don't know, we know reputation and intent; extrapolation and informed guessing can lead to some pretty accurate predictions.
Are you saying that a mobile Fallout would be fine using the original presentation style, so long as it doesn't outshine a desktop release?