Fortunately, we are leaving those days behind. More fortunately still, devs know this.
In TES - and any other modern, real-time action RPG, combat takes place on screen. I decide when to block, dodge, strike, shield bash, etc. My skill and timing decide whether I land a blow, break a block or even swing a crit, if the game is well designed and allows for it. Hence, I no longer need hidden die rolls to govern my choices. I govern my own movements and choices now, instead. So we can eliminate all of the hidden and half-hidden numbers shaking around in the Yatzhe cup whenever we pretend a stiff pixel swings a sword. Now the pixel isn't so stiff, and its actually swinging the sword. No hidden die rolls needed.
But now people whine about complexity. As a long time RPG fan, I don't miss the sort of "complexity" you whine about. I want to swing a sword and get better at swinging swords. To cast magic or pick locks and get better at those things as I do them. More important still, I want to actually do those things. Not roll a die and have a chance to do them, but actually perform those tasks. TES lets me do this, and I love it.
Complexity in an RPG Can be fantastic. New Vegas had this more right than Bethesda ever did. Complexity existed in choice and consequence. You could literally be good or bad - or something in between the two - and various factions reacted to that. Some choices cut you off from others. Some alliances meant more enemies and some fewer. Dialogue options could open new quests or resolve current ones in interesting ways. This is complexity in the modern RPG, not some hidden numbers game. And frankly, I for one love the change.
Levels and grinding are on their way out. I predict that levels and such will dissapear in the next couple of TES iterations. As opposed to idiotic leveled loot and shops, geography and difficulty of enemies in the zone will determine loot quality. I also predict different weapon types will have different perks built into them. Perhaps ebony is super durable and slow, but does high damage. Elven could be light, fast, sort of frail, and do lesser damage in exchange for more strikes per second. Things like that.
Levels and numbers games are old hat and a dying breed. Devs are beginning to understand that no valid reason exists for these things. Indeed, when I get hold of the creation kit, I always unlevel shops and loot lists. I also force players to look for good loot in dungeons, as shops will not have myriad enchanted and high level gear in my games. Levels are nearly done in these games and their end - and the end of annoying, hidden die rolls for the sake of "complexity" cannot come soon enough. Perhaps if devs don't have to make hidden numbers appear important for the sake of complexity, they can work on increasing the complexity of their game worlds.