?Talking should be the primary problem solution method?
snip
You go tell that to Colonel Muammar Gaddafi. Seriously, in TES dialogue is handled via a dialogue tree, a very limited preset array of lines. Do you really want to base problem solving in such a narrow range of options? The day RPG games have the ability to understand natural human speech i may begin to concur.
Meanwhile,
your idea would be the Nemesis of TES.
Absolutely not.
The extreme action focus is the actual reason for the decline of quality of RPGs.
Dragon Age Origins, although overall not a very good game, had one thing right, and that is character interaction. It only had way too little of it. Add much more of that and reduce the amount of combat drastically, and you'll get a much more interesting game. Even if there's a narrow range of options, it's a lot more than what you can do in combat. In combat, no matter what tactic you use, the outcome will always be the death of your enemy, which I find very boring. Combat should be the method of choice of few character types who are too stupid to use more diplomatic approaches (the barbarian type as a classical example), or in situations in which negotiations either failed or are not an option, such as when facing a dangerous animal in a cave.
When P&P roleplaying, I spend an average of 7 hours talking/faking evidence/researching etc. for each hour of action sequences. In cRPGs, I spend the same amount fighting as talking, if not more, which just feels like a waste of time and completely ruins the feeling of fear before a fight starts (especially beause of the easy save/load system in place in most games).
Technology would allow for a more complex communication system - not the PC understanding actual words, but if all the Devs focussing on shiny visuals, dual wielding and dragons would instead work on dialogue, we could easily have communications at twice the complexity level of those of good, recent games in this regard, for many hours (A lot of bug testing, possibly a larger closed beta, required of course).
At the end of the day, this is a role playing game. The focus should be on playing a role, which is mostly done through choices and communication. Skills, perks, weapons etc. are the tiniest thing about defining a role. I could play five completely different characters with exactly the same combat attributes and equipment.