Ok, you need to see games not as math problems, but forms of entertainement first.
And besides, if anything, look at the melee combat system. It's got more complete over the years. In MW you just mashed the attack button until you were lucky (oh you SO felt intellingent for it). In Oblivion, at least in the early levels, you had to make up some strategy and take advantage of enemy staggers and manage your defense as best as you can. From what we've heard Skyrim will push this even further.
And yeah of course, pressing one button to win... MW: Attack button used in combat OB: Attack and Block button used in combat, can be combined with magic too. SK: separate management or left ad right hand equipement, have to adapt to situation
I know I'm talking a lot about the combat system, but that's pretty much how you know if a game gets simpler. Anyone who plays an RPG only to level definitely has no idea wtf they're doing. TES is a world, not a stats screen. We'll know they "dumbed down" the game when all there will be is one dungeon, one quest, and only one set of weapons.
Besides, I think you're thinking RPG means ROLL-playing game. It's not. Yahtzee is a ROLL-playing-game (and oh god does it take brains huh?). Seriously, I don't think any system that forces you to ONE tactic is complex, you know?
Also, who the hell wants to feel more like raising numbers and less like being out on an adventure?.
You went off on a bit of a tangent there:)
A role in a RPG is based on stats. It is what you are in the game world. Unlike what the current public school system, or your parents tell you, not everyone can grow up to be what they want to be. We all have talents and skills, and there are things each of us is better suited to do.
Stats in an RPG represent those real world factors within reason. In most fantasy games/settings there was a reason if you were good with magic, you could not use a sword or wear heavy armor. As being a mage took a lot of time studying and learning, time that a warrior spent training and improving their physical condition.
In the Elder scroll games up to this point, it was pretty well expressed in game this concept. You picked basically what you wanted, and then through practice you became better at those things. But to get the most out of things you have to make sure you were maxing out your modifier for that level, so yes you could go stand in a corner for an hour casting a spell and you would level up. But you would neuter your character before long doing so. What you picked, and how those things affected your various actions in the game... well that's pretty much the point of even having a character you customize. Otherwise why not be like Zelda and everyone has the same link to play with?
This new system, you are going to be rewarded for standing in a corner leveling up that spell school 10 times. You don't have to worry if it will harm you in the long run, as you literally can;t mess it up. You no longer pick what skills you focus on. Every character in the end will be close to the same. There will no longer be any customization. No real value for a replay as everyone in the end will end up the same character. Perks sounds more like a MMO skill tree to me then anything. So we traded a unique character system, for the cookie cutter mmo style of everyone is the same. At least in MMO's the gear varies widely and that makes a difference.
As for your comparisons, combat? Really, who plays the elder scrolls for the combat. And even saying that, I do still prefer morrowinds over oblivion's combat, never missing seems wrong.