I am still not sure why people attatch such importance to the attributes in helping them roleplay. When people played Oblivion did they only make intelligent choices in conversations when they had raised their intelligence above a certain unspoken level? Did they only jump off things when their agility was high enough that it seemed somehow more appropriate that their charcter could? Considering that towards the later game most charcters all had attributes of around the same high levels did it mean that on each playthough they ended up playing as the same charcter?
Roleplaying isn't about some abstract numbers and star signs. It is about basing your choices in a game depending on what YOU think the charcter is capable of. If you are playing as a weak charcter don't go round picking up loads of items. If you charcter is a bit thick don't choose the smarter dialogue choices. The idea that you somehow need the computer to tell you how to play your charcter depending on some stat they has no bearing on how you have roleplayed up to that point seems at best artificial and at worse restrictive.
You can still plan your character. You can create back stories and great events that shaped them. The only thing now is that the engine doesn't limit you to creating a back story that fits in with the restrictive character generation system.
Oblivion's examples are what's being complained about. The game included attributes, but hardly used them at all in determining what the character could or couldn't do. Your Personality skill only affected prices slightly, since the Speechcraft mini-game was all but independent of both Personality and Speechcraft. In Morrowind, they directly affected the chance of altering an NPC's opinion of you through Taunts, Bribes, Threats, and Admiration. In Morrowind, if your character had a low Alchemy skill or Intelligence, your chances of making a successful potion were lower, as well as weaker if they did succeed. In Oblivion, it was automatic. With spellcasting in Morrowind, at low skill levels you occasionally (too frequently, I'll admit) failed to cast; in Oblivion you couldn't even attempt certain spells at 24 skill, but couldn't fail at 25, and there was really no other significant advantage to 26, 35 or 49 points, until you reached 50 and suddenly unlocked the next "tier". Willpower simply meant "faster magicka regen" and not much else. The loss of meaning to the skills and attributes made them "irrelevant" other than as "on/off" swtiches, so now they're being removed completely in Skyrim. The need is still there, but now Oblivion's mishandling of them is being used as an example of why they're not needed.
Since it appears that all Skyrim characters will start out identically except for appearances, it basically removes any differentiation between characters at the start, and any "backstory". Now, a starting Bosmer will be just as tough as a Nord or Orc. Like so much of the last game, your choices no longer matter, because all of the outcomes are potentially equal. When nothing matters, why play? You end up with a mindless hack & slash game with some pointless and empty RPG trimming to make it look like you've got choices that matter.
To me, having the numbers visible in front of me is a throwback to the "dice" days, and I can do without them. Taking the functional reason for those numbers out of the game takes the "game" out of the game, leaving nothing but a pointless "run around and kill stuff" activity to keep you distracted for a while.