And going from the old skill system that worked great in F1 and F2, but not so much for a modern game and converting it to a perk based skill system where the perks change the game environment to where the Lone Survivor can do things better in game or do things other Lone Survivors can't STILL makes it a roleplaying game.
Fallout has always allowed certain dialog options depending if you had a stat high enough, or a skill high enough, or the right perk.
The same for certain activities like repairing an elevator, hacking a terminal, or recognizing a clue.
So what is the difference if skills get moved to perks and now it is based on just stats and perks?
If your Lone Survivor is a sniper you take a perk that gives you a higher zoom rate because a sniper can take better advantage of a scoped weapon.
If your Lone Survivor has bad eye sight you take the 4 eyes perk.
If your Lone Survivor is an automatic weapon's expert you take a perk that reduces the recoil because the Lone Survivor knows how to handle automatic weapons.
If your Lone Survivor is a demolitions expert you take perks that let him kit together bombs, do more damage with explosives, or even throw grenades further.
if your Lone Survivor is an Doctor you to take perks so he can do first aid better, recognize and treat medical problems, and perform surgeries.
If your Lone Survivor is good with electronics and wants to convert his laser pistol to a laser rifle you take the Science Perk.
If your Lone Survivor is a vet and knows how to use Power Armor then you take the Power Armor Training perk...
Oh wait that hasn't changed.
There is just not that much of a difference between skills and perks and perks work better in a modern game.
As long as you have to have certain perks to perform certain actions, then it is a roleplaying game.
Especially if you are putting stat requirements on all of the Perks.