"I don't get to have my cake and eat it too"
and "Arbitrary Numbers = Roleplay"
I'm glad attributes are gone, as we know them in Elder Scrolls. I would have rather had them retooled to work better, but Taking them out was better than leaving them in as we stand. They didn't actually do anything particularly unique. Basically, we lost our Fractions and hanging decimals, in favor of whole numbers. 1 point in strength raises your DPS by 0.2, well, one perk in Swords raises your DPS by 5.0, then again, maybe you're all math majors, and get a kick out of running a thousand different equations to end up at the same place as 5+5.
A less arbitrarily complex system is much easier to balance, it creates relatively fewer, but more meaningful individual choices for Character Development, and it removes that obtuse "Multiplier" system, that kept reminding the player of the game mechanics, and any time you are reminded of the physical mechanics of the game itself, it tears you out of the immersive experience.
the reason I don't want perks to determine my weapon attacks isn't because I like numbers, but because its nonsensical and at the same time makes skills redundant. why should I make any effort to increase skills if they don't impact the value of their use. and even disregarding that, increasing weapon damage via perks every level up is clunky and lame, not to mention having to decide between picking perks to make my character improve in damage or having a nerfed svcky character because I wanted to play around with non weapon oriented perks.