What did Strength and Intelligence (to pick two that have been brought up) ever actually DO though? Strength just dictated how much you could carry and had an effect on how much damge you could do with weapons, but not as large an effect as your skill with those weapons did. You can still increase your carry weight and weapons skills. Intelligence didn't do a single thing aside from determining your total magicka.
You've mentioned encumbrance, but Strength also affected fatigue and damage. And if you state damage wasn't affected as much by Strength as by Skill, the point is that you have a single attribute that helps all three factors: encumbrance, fatigue, and damage, to a considerable extent.
Intelligence was admittedly more important in Morrowind, where it affected both Alchemy and Enchanting. But in Oblivion it's still a huge factor in terms of your character's basic magicka amount, and through that affects magicka regeneration, too. If you're a mage of any kind, you want a high Intelligence.
It's not like more intelligent characters could understand complicated books better, or come up with cunning ways to solve quests. And it's not like strong characters could smash down doors while other characters might have to go hunting for a key. "Strength" and "Intelligence" were just labels that applied to how much you could carry, how much damage you did with your sword and how much magicka you had. All those things are still in the game as variables, but are just given different labels and a different system for improving them all.
By that logic, both race and birthsign are just factors that affects damage, magicka, etc, so no need for them to be shown as such, either--or elemental differences in spell damage, since they're just differently colored attacks and resistances that could as easily be represented by A, B, and C: simple variables. We don't need "elven" armor or any other kind of armor: it's just a term for a form of resistance to attack. All weapons are meant to yield damage: we can replace them with Generic Attack Item A, etc.
The ES series are roleplaying games. I can't speak for you, but for myself, I like to have many different types of weapons to choose from, and different spells--and by that same token, one character who is perhaps very strong, of a certain race, and a specific birthsign, etc. By taking away attributes and their numbers, I'm losing elements that let me tailor my character, just as much as the rest. That you don't care about this, I get. I have no problem with your preferences, but I'm not convinced that they are any better than mine.
Given that gamesas has reversed its previous PR spin on the numbers with Skyrim to play up to a different audience, I have to wonder: why couldn't they have provided the attributes and numbers that you agree are still there to those who want them, as a visible option, while leaving them out for those who don't care? Programmers are so linear. The idea of giving players the option to choose either way doesn't seem to have found favor--if it ever arose in development discussions.