Personally, I think those are nice factors, but they only work if I have the feeling that the character interacting with them is really the person I want to handle. And a lot of the factors that have been removed make it highly doubtful that that will be the case. What use lifelike and diverse NPCs if my character doesn't feel "lifelike", but like an action figurine plugged together from premade parts? It's one thing to experience the wonderful land of oz, but when you feel more like tin man or the scarecrow than like Dorothy, the feeling of being immersed in a living world will suffer significantly.
You make a good point, and I tend to agree.
Its like, for an open-world RPG a developer needs to get the world setting right, including interactions with NPC's and the culture and society, but you also need to provide the player with sufficient tools to let them define their character and its place in the world.
At this stage I'm I feel quietly confident Bethesda have improved the former in Skyrim, but due to the scale of changes made and the lack of explanation, its not clear that they have got the latter right.
Hopefully more hands on demonstrations or dev interviews will help us see what the changes to character systems means.