You missed pretty much every point. Stamina is still there and still affects gameplay. What I was saying is that when so many attributes determine the same thing their meaning is greatly diminished.
Most things that affected stamina also affected other things. Endurance determined health, willpower determined magicka consumption and resistance, strength determined carry weight, starting health, and damage. I'm seeing plenty of meaningful distinctions here. The reason that so many attributes would influence fatigue is still due to the fact that fatigue played an integral role in the effectiveness of every character.
In any case, if the argument is one of not enough distinction then the solution is to make attributes more distinct, not cut them entirely. That's called laziness.
And as far as they've said, yes the attributes are still there in a sense. They're just something derived from the skills rather than the other way around, which is perfectly in line with their objective of you defining your character entirely through how you play him/her. You can still have a character who's stronger than another character by using skills related to strength, which arguably makes more sense. Want to get stronger in real life? Lift weights. Try boxing. Sprint. Same damn principle. The past two games had this to a degree, in that the skills you used provided multipliers (read: the system forced you to grind unused skills associated with the attribute you wanted to increase) but this pretty much just cuts out the middleman and lets the skills handle it directly.
I haven't heard anything like this. I've heard That most attributes apparently did things that skills already did, but nothing saying, "Yeah, we still have attributes, but they are invisible now." This
would be something I am totally in favor of. Cutting the multiplier grind would be an unequivocally good decision. But this doesn't sound like what they are doing, and it does not excuse excluding attributes from character creation.
And I'm confused as to how you think I argued against character variety. Quite the contrary. With the introduction of perk trees character variety will be greatly increased. Even if you max out every skill your character will be better at different things than another based on how you've distributed your perks. The fact that you have a limited number of perks to distribute does even more to increase this variety. It's impossible to get all of them, so choose the ones that are important to you. That makes a hell of a difference. How you are at the start of the game really doesn't matter. In almost every RPG system out there level one characters svck at almost everything, but if there's not a set path of development then you can improve your character in any way you wish and soon enough your guy will be unique.
This has nothing to do with perks. At least, I highly doubt it does. Unless Beth sat around and said, "Okay, we can have an attribute system or a perk system," then the removal of attributes will always lead to less variety.
You shouldn't have to develop a character in game before they become unique. My character has a history, past accomplishments, dangers overcome, a particular genetic stock. I want these things reflected in game. I want my character to be distinctive from the first step. I shouldn't have to abide by a few levels of generic character ability simply because some people would rather play an arcade game.