First off, as you're new and i haven't seen any indication you've been given on... Have ahttp://images.akamai.steamusercontent.com/ugc/436072390877506621/AADB0B300DBC7B6FF89882F6ADB95C7B6ABE15A0/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C337:506&composite-to=*,*%7C337:506&background-color=black, it's a tradition.
it's rather unfortunate, but none of us here really have any sweet clue what is likely to happen. It's a pretty widely agreed point that they SHOULD return, though there's a lot of debate over how.
For my part, i'm against both.
While i liked the idea of functional advancement and techniques in many skills in Oblivion, the linearity and liking them straight to Skill-level was a major disappointment. I think Skyrim's Perks served a far better platform for those sorts of abilities, allowing you to shape a greater range of possible expressions within a skill, rather than everyone of the same Skill-level being the same.
I'm also not a fan of hiding things or being deliberately obtuse. It's one of the elements of Dark Souls that i hate the most (and why i argue it's a poorly made game) because i feel it overly drives the need to go outside the game for information. Save for very rare, usually story-driven things, the abilities and their functions that appear in game should be clear and concise. How that information is represented can of course vary, from in-game books to functional tool-tips to actual dialogue, but if you deliberately hide something, there should be a very good reason for doing so.
Personally, i don't like levelled environments. It may be from my start in old-school games like Ultima, Quest for Glory and even Baldur's Gate, but i like the idea of being able to run into enemies of any level, at any time, and having to react accordingly. Being told "Don't go that way because it's super dangerous" is fine in limited doses, but not a good way to build a whole world, because it limits danger to set level-challenges and not an organic flow. I definitely think that the world-leveling could be handled much better than it has in the past, but a Witcher-like approach isn't something i'd endorse.
There are elements from all 3 recent games that i like, and other ones that i don't like.
Morrowind's adjustable windows was, frankly, amazing, allowing you to set up the overall interface in a way you wanted (though it was not the easiest to use on Xbox). It's general problem was it's near total inability to present any information without directly highlighting something, making at-a-glance use almost impossible.
Oblivion had a generally immersive system with it's paper look, but tended towards being way too stylised and having your character model right there taking up 60% of the screen regardless of what you were doing.
Skyrim's system was more varied, and allowed you to individually view items (and spells, though that probably could have been expanded to make it more than just a glowing ball) and tried to move away from the traditional book or spreadsheet format... but ultimately is suffered from poor controls and still didn't really present useful information without directly highlighting things. And it's Journal was absolute garbage.
Frankly, i think they've all svcked rather equally... Though creating one that is more functional is easier said than done. While i didn't like it personally, i think Oblivion's was the most functional of the 3, at least from a multi-platform perspective.