The problem was exactly that the amount of the picked attribute was determined by usage. You could pick the +1 strenght but that hardly means anything compared to the +5 strenght you could get. Guess, why so many people who wanted to raise their health ran around with shields...
I never wrote that MW & OB were perfect, but they did allow me to create a unique character who had some inherent strengths and weaknesses that lasted through my games. In Skyrim, being able to create a unique character at the beginning of the game, is no longer possible at all or has been greatly simplified, where any differences will be very minor.
And again, character creation happens only at the beginning, it's hardly a major feature of a game. Character development on the other hand happens during the entire game, and that is the main reason of RPGs. You can still plan out your character, what they will do, what they will become, which factions to join, you don't need attributes for that. Things may not work out the same way how you've planned them, but the same could happen with classes too (if not, then it's because it's a linear game).
IF the character build / attribute system had been improved instead of mostly being removed . . . so that the attributes actually followed the definition of the word (A quality or feature regarded as a characteristic or inherent part of someone or something.) . . . THEN your character creation would be a MAJOR feature of the game.
There are two main ways of doing a character build (for this debate):
1.) You begin the game with the EXACT same abilities each time (no matter what type of character you are playing this time). And then your skills rapidly develop as you play the game.
2.) You begin the game with the the inherent abilities that you want your character to have (depending on the type of character you want to play). And then your skills slowly improve as you play the game.
In both cases your character has lived 20 or 30 years (or whatever) before the game begins.
With method #1, your starting character has NO inherent abilities at all. They haven't learned any skills (or at least not improved any) in their entire life, up to the point where the game starts. Then, over the 1 year or so that the game takes place, they suddenly become VERY skilled in many things. How realistic is THAT? [200 real hours of game play at the game's 30 Timescale = 6000 game hours (6000/24 = 250 game days; or less than 9 game months).]
With method #2, your starting character is a mage, or a warrior, or whatever you have decided on this time. . . with the Attributes that match that type of character. These attributes determine the skills your character begins the game with (how the skill points are distributed). As you play the game, you level up slowly, and at each level up you are awarded a small number of skill points to distribute . . . so your character's skills slowly improve (exactly as you decide . . . not as the game decides).
I MUCH prefer method #2, because method #1 is not at all realistic and removes the importance of the initial character build, which is a big part of what makes RPGs special to me.