Yes, I see a lot of that going around.
-I really don't need the game to tell me what my character is before I start the game in order to have a character, frankly, I found all of those things like setting classes to be wholly unneeded, as I just always created a custom class anyways, and birthsigns were so pointless I forgot I had one 99% of the game.
All the removal of that "character creation" nonsense past games effected was making character definement and progression far more open and dynamic, allowing for greater roleplay opportunities, and more dynamic shifting of roles if needed.
-Skyrim does have NPC disposition, which is based on a combination of actions you have commuted against each individual NPC, and your speech level/perks, which is why the higher level your speech skill/perks are, the better prices you get, and the easier it's for you to pass persuasion checks. Exactly like how having a high disposition with NPCs in Morrowind decreased shop prices, and made it easier to persuade them in the few quests had had persuasion options.
Furthermore, disposition in Skyrim works on a 9 tired system - http://www.uesp.net/wiki/Skyrim:Disposition
-4 Archnemesis, -3 Enemy, -2 Foe, -1 Rival, 0 Acquaintance, 1 Friend, 2 Confidant, 3 Ally, 4 Lover
-While attributes worked on 1-100 system, the simple FACT of the matter is that most increases in an attribute meant nothing, the increase from 80 to 81 INT was 2 magicka, and the increase from 99 to 100 willpower was 1 stamina. The attribute system, while offering a scale of 1-100, thus allowing for a larger difference in displayed numbers on the character sheet, also prevented the numbers themselves from having a large impact on the game, because they were so spread out.
Indeed, a disease that removed 20 STR is, in terms of effective game change, no different then a disease that lowered your STR by 10, since the increase in melee damage from 50-70, and 50-60, STR is actually so small it's hardly noticeable unless you take a DEEP examination of the damage done. Similarly, a disease that removed 20 INT would only remove 40 magicka, which was about the cost of 1 mid-high spell, whoopdedo, you lost 1/5 of your total magicka pool, and all it had changed was ONE spell cast.
All the attribute system allowed for is greater difference in displayed numbers on the screen, however, when it came to effective gameplay difference, the loss of even a staggering 1/5th of the max an attribute could reach, offered little to nothing in terms of actual gameplay changes, it was effectively a lie of numbers, deigned to entertain those who took little time in investigating how the attributes actually calculated things like melee damage, or total magicka, by making them think they took such a big hit from a disease because they lost 20 numbers, when in reality, they lost maybe one spell cast.
And while I absolutely despite Fallout's SPEICAL, it does everything that ES really didn't, at least to a greater degree, in that gaining/losing SPEICAL points meant FAR more since because it was on a 1-10 scale, and thus, increases/decreases meant 10 times more then a game on a 1-100 scale.
-Even without the attribute system, traps and diseases could work to a FAR greater, if not at least equal, effect. Instead of a trap/disease removing 30 STR, a trap/disease could remove 30 one handed skill, thus disabling the level 80 +20% damage perk, resulting in a slightly over 20% loss of total loss of total one-handed damage, along with removing the level 90 req weapon specialization perk, and the master level backwards power attack perk. Which would result in a FAR greater loss of power then losing 20STr could eer hope to match.
The supposed correlation between traps/diseases getting weaker, and the removal of attributes, is wholly nonexistent.