I've player Borderlands, which is pretty much up the alley of "RNG guns" down to a T. It should be noted this game is/was pretty popular for being Diablo with guns. Iron sights only tightened spread, but bullets still flew from the barrel at odd angles if the weapon's accuracy and the characters skills (literally, WoW talents) weren't all that great. Hell, I play (Brutal/Project Brutality) DOOM and bullets fly from rifles at odd angles. I'm no stranger to player skill lining up a guaranteed shot, provided the tracer from the round actually impacts the target. So the accuracy or "cone of fire" bullets fire within being based on perks, skills, and weapon design are all fine by me. Just as well, so too are recoil (kick behind each shot,) reload speed, magazine size, weapon sway and if the game has it, CoF recovery and spread rate, and even firing rate allowed to be based on character variables.
What I don't ever want to see is a tracer flying through a target and I get the "MISSED" as a message. No, the bullet went THROUGH the target, I closed the distance to improve the chances my character's $#!%%& aim would actually hit the target, so my rounds should count when they visibly do. And they better not hit for BB's either. Truth is, I expect the gun's make up to provide the brunt of things like magazine size, firing rate and damage output, not the character. The character would have more influence on minimizing recoil, weapon sway, maintaining a tighter firing spread/CoF and reload speed, etc.
Now, I don't want a character with zero skill with guns to be unable to hit the broad side of a barn from 5m. No human short of the blind and literally disarmed can be THAT bad of a shot even firing from the hip. At the very least, even the worst possible character build for rifles and shotguns should still hit SOMETHING within throwing distance fairly regularly, they just may vastly prefer melee, but getting that close to a deathclaw is kind of scary.
Even if Fallout 4 does away with character skills/perks influence the recoil and damage on a weapon, there's still room for those non-firing moments, like reloading, general maintenance of the weapon, etc.
Whatever happens though, RPG elements should be the end all, be all in combat. Dice rolls make for horrible substitutes for actual player skill and their suspension of disbelief. "It's an RPG" isn't an excuse unless you're another egoistically misguided can-do-no-wrong developer. See where being such a developer got Ion Storm with Daikatana. Or Peter Molyneux with anything.