It's possible for you to make a case that for combat some degree in how well you as a player can press the buttons left and right and keep something centred on your screen (not difficult things even for small children) is important,
Spoken like a true twitch-gamer. No, it was not trivial to hit stuff with bows in MW and Obl because character movement was abrupt and unpredictable. It was even more difficult to switch to a melee weapon in time when something you shot tried to get close and personal. And no, character skill didn't help me at all. I am bad at action games, so what? I don't find FO3's gunplay as trivial as the shootery crowd either and I am quite grateful for VATs and scoped weapons.
You also seem to forget that such things as blocking and weapon attacks were made timing-dependent in Obl - and it made the combat more interesting. The passive, skill and dice-roll based blocking in MW was dull as mud and was deservedly retired.
but for non-combat tasks like lockpicking there is no requirement for any player skill to be involved at all. If you want player skill to be the prime determinant of your game then I suggest you go play FPS games or action rpgs like that other fellow.
Because everything non-combat should be boring and passive. Check. I bet you loved the key-press "stealth" in DF and MW too, where nothing mattered except character skill and dice-rolls and you could "sneak" in front of the character's face or alternatively they'd attack you suddenly and with no warning, cause how could you foresee whether a dice-roll would fail you? What a deep, exciting gameplay element! Spamming persuasion button was also the height of roleplaying by your standard, I imagine.
You really know nothing about the history of CRPGs either, since some of the most venerable franchises had active lockpicking that used player skill. Like the Wizardry series, for instance. Which were otherwise truly hardcoe turn-based RPG with tons of stats, skills, races, where picking a good party race/class combination and skill synergy was truly essential for success.
I have heard that Betrayal at Krondor also had it and I am not sure about the Might and Magic series.
It can, in fact, be argued that gradual removal of stuff like that and of puzzles/riddles (which also were solved by the player and not character stats) from RPGs was actually the result of dumbing down CRPGs for the audience which was only interested in fighting and hated to be held up by other things. Action adventures were undergoing the same lamentable process, BTW, so that by now they are all action and no adventure.
You make the decisions and your avatar carries them out. If you've got no clue about how to fight that group of enemies then it doesn't matter what your avatar does, they'll just stand around unless you make a decision.
Indeed. And yet, according to you it shouldn't be that way. The skills and attributes of the character should decide over victory and defeat, not the player's tactical skill. It is even doable - in some JRPGs battles can be resolved automatically. Yet, understandably, most of us would prefer not to engage in such extreme form of stat-playing. We like to actually play a game, after all.
That's whem the player skill comes into play. It's your deicions, your ROLE PLAYING, that affect your success.
So, a stupid character can suddenly be a skilled tactician because the player is one? What about _character_ attribute and skills determining everything? Or is it just simply that combat is the only gameplay element that interests you, so there it is OK for the player to take active hand?