This has been known (maybe I recall this wrong, but I thought Todd even talked about this during the E3 demo. At the very least, I believe it was confirmed in one of the Bethesda.net entries.) Anyway, to further the discussion I suppose:
I like getting a Perk (or advancing my Attributes) every level. Especially since it's now a Perk system of advancement - you kind of have to get a Perk at every level, otherwise you're not gaining anything at all on level-up.
Even previously, I feel it was more a matter of the balancing act. Fallout 1 and 2, Perks were special traits you would gain rarely that customized your character and granted you very powerful bonuses. (A similar system is used in the new 5th Edition D&D, where you get the choice of gaining a Feat or an Attribute increase every 4 levels.) You have a decreased variety of options available to you, but each Perk is more powerful in relation.
When you get a Perk every level, you're going to need a wider variety to choose from (since you're burning through them at a much faster rate, and you need enough so that you aren't likely to run out of choices.) Conversely, each Perk is relatively less "powerful" in game terms - many of them are replacing functions that skills previously covered.
I quite like the system, myself. At least on paper. A few years back I remember a couple of threads where we were playing with a similar idea - the concept being that given Bethesda's style of gameplay, something akin to this might actually be a better fit. Rather than taking a square hole (the original Fallout SPECIAL ruleset) and trying to cram a round peg into it (Bethesda's open-world style of exploration RPG,) that maybe it would be better to try to come up with a round hole that drew inspiration from the original system, but was created from scratch to be a better fit for the gameplay Bethesda was going for.
The potential drawback to a system like this is that in other games the RPG advancement system serves more as an extended tutorial than traditional RPG advancement. (Take the Arkham games, Deus Ex, or the more recent Assassin's Creed games where "Perk Trees" really function as a way to introduce gameplay concepts piecemeal as you play the game - almost akin to the Legend of Zelda paradigm. The choices you are given are more to let you choose what special moves you want to learn next - by the end of the game Batman is Batman, after all. If he's good at everything and unlocks every feat, then no one's going to lose any sleep.)
If you want Perks to serve more as an RPG-style advancement where you incrementally advance your character in a way that is unique to your playstyle, then you need to make sure there's enough room in the skill tree so that by the time your run through the content, you haven't run out of choices. (Because otherwise in every play-through you're going to be Batman by the end, regardless of the choices you make in advancement - the end is always the same even if the path may diverge. It's more the illusion of choice than actual choices with consequences and benefits.)
It appears that Fallout 4 will have mitigated this potential shortfall. You're going to need nearly 300 levels before you've run out of areas to advance. I'd imagine that during an "average" playthrough of the game, you're going to be well-advised to consider the sort of character you want, and make appropriate choices in specializing them. As there is no level cap, you are of course free to continue advancing your character for as long as you want - but by the point that becomes an issue, I'm guessing you'll have eaten through all the content and are playing with the post-credit grinding and messing around with the settlement-building, etc.