Warning. Big, boring, self-promoting old-geezer post follows...
Stats make the RPG, without it, its an action game. A bunch of people larping with no stats, is a bunch of people playing pretend in the woods. That's not a even a game. That's playing cops and robbers like you were kids. Its OK if you wanna do that, but its no RPG and definitely not an RPG video game. Name one RPG without stats. There are none. Playing with toys in the woods like kids is not an RPG. Its playing in the woods.
First off you should probably show some respect to a related form of roleplaying. At least they are players who interact with other human beings rather than spend hundreds of hours playing 'make-believe' by themselves in front of a screen. We are all nerds in our own sweet way.
Secondly in the English language a game is "a competitive activity involving skill, chance, or endurance against an opponent or opponents who play according to a set of rules, usually for their own amusemant or for that of spectators." By that definition what I described previously is perfectly valid to be described as a game, even if many or all of the rules are hidden from player awareness. Since the activity also demands roleplaying it certainly fulfils the technical requirements of a roleplaying game, which is why we have so many different forms of RPG today.
I've played RPGs for well over 30 years now and I've been lucky enough to have been present at the birth of our hobby in all its variant manifestations. I started out with D&D in the late 70's and quickly diversified into many other P&P rpgs as they were published. I was able to attend Essix Uni in the early eighties as a work experience placement and got to play this incredibly wonderful game called MUD, personally taught and guided by its developers. This totally spoiled me, at least at first, to the eventual emergence of computer gaming, which didn't even exist at that time as I'd only just gotten one of the first available zx81 self assembly kits through the post.
When the Fighting Fantasy books came out I snapped them up too. By 83 I was LARPing, as Treasure Trap had started up at Peckforton Castle, a mind-blowing experience at the time. Once enrolled at City of London Poly my larping continued down at Chislehurst Caves and also with a great group in the west of England called Mythlore. Meanwhile I clogged up the mainframes playing Nethack, although on quiet weekends I continued playing P&P RPGs, a pastime I never gave up.
Once I began work my tastes continued to diversify. I have indeed attended story-telling conventions and was once well regarded for spinning a tale or two myself. At RPG cons I even participated in free-forms despite their lack of mechanics, enjoying the range of competitiveness to method acting they drew from the participants. I still didn't stop P&P and cRPGs however. So more than 3 decades later I write RPGs for a living and was once even offered a job with BGS by Ken Rolston,
because of my roleplaying ability.
Thus I think I have an in-depth view of the entire hobby, with firm knowledge of what an RPG is and what it requires.
During my life I have seen a great number of changes. Foremost amongst them is a move from the original mathematical complexity of glorified Wargame rules to the very streamlined and easy to use systems that an increasing number of people use today. This is true across all versions of the hobby. P&P reached its stat/mechanics complexity peak with FGU's Aftermath and today we have games such as Savage Worlds. LARPS began with trying to emulate D&D, requiring Refs to travel about with the party to keep note of hit points and potions, whereas nowadays we have one-hit-and-you're-down combat systems or paper-scissor-stone resolution mechanics which need no 3rd party to supervise. cRPGs have followed the same trends, with literal ports of D&D or RQ into the game code requiring the player to micromanage his characters... but now we have a more hands-off naturalistic approach, even to the point of how the player is informed about his declining health with visual signals rather than numbers.
Now throughout this gradual evolution, characteristics, skills and attributes have indeed been part of most games, primarily because they grew out of the Wargaming hobby and not Cop 'n' Robbers. It is also noticeable that
generally (most) players have (slowly) evolved away from Gamers trying to manipulate their stats to tactically 'beat' the scenario to Roleplayers who try and adopt a different personality or mindset for the setting. The trouble is, is that the more stats and detail you have to handle as a player, the less immersed you normally get into the game. Some of the greatest in-game RPG experiences I've ever had the privilege to enjoy have been when I didn't whip out a card, roll a dice or refer to my skill menu for an entire session. I didn't need to, because I was
roleplaying, caught up in the interaction and consequences of my deeds. Thus despite the persistence of some complex games like D&D/Pathfinder, most RPG systems out there are gradually simplifying to the level of games like HeroQuest or even more extreme, pure storytelling systems.
So from my grizzled perspective I understand why people cling to stats as being a fundamental part of RPGs. Some players dislike the concept that they are purely in the hands of the GM with no rules or quotable attributes to fall back on; even though in reality a good GM twists, bends or ignores rules if it makes the game more entertaining. I've played with GMs who didn't use dice, or rolled the dice for the PCs, ran games off the top of their heads with just a pack of cards, or even performed all the character progression themselves after consulting with the player. I've seen it all.
With a cRPG this is impossible of course, since the computer needs firm logic and rules to model the game world and its interactions. But playing a character inside such a game does not depend on manipulating those stats directly, or even being aware of what their values are. You don't need that knowledge to be able to
roleplay.
Bethesda is obviously following the current trend of minimising stats and removing them from immediate perception. This improves immersion. They could have gone a step further and even removed a player's ability to increase Health/Stamina/Magicka directly, reducing all improvement in game to secondary aspects of pure skill use. To be honest even the ability to 'improve' within a game is not necessarily a mandatory RPG trait. Traveller, the most famous and best selling Sci-Fi P&P RPG began life with no way of improving your character after it have been generated, a restrictive tendency it still partially enshrines even in the latest version of the game.
So after much waffling do I think TES are roleplaying games? Well, sort of. Its not because it does or doesn't have visible/manipulatable stats, that is inconsequential since you can still roleplay without them. It comes down to how free you are to interact with your environment and whether your actions have consequences. Now TES games possess reasonably complex quest management, combined with a crude faction system which semi-responds to your decisions, but in the end the sense of freedom is somewhat illusionary. The main quest still requires you to be railroaded down a certain sequence of paths, which cannot be circumvented or pre-empted.
Indeed there are few quests with any significant form of multiple ending and those are mainly binary in nature, being more tactical combat solutions to achieve objective X rather than freedom to imaginatively use lies, trickery, stealth, intimidation, blackmail, hirelings, guilt and so on. In its own way Skyrim and its predecessors are no better then very cleverly disguised Fighting Fantasy books with stunning visuals. Its an RPG with restrictive boundaries of action. Yet as time goes on we'll get a little more depth to AI and cascading consequences of action, but that'll require more sophisticated scenario and NPC relationship design. Ultimately there's a computational limit, but in the meantime most people will happily trundle along between the invisible walls of quest design... as of course I shall too!