Na, if that's the scenario you described. Everything would be about the same level in terms of power. That would mean randomly throwing perks with a monkey holding the control would be the same as someone purposely choosing specific perks to make the toon that* much more effective.
Which shouldn't happen.
It's like in a game that's similar to sims, you can play a Bill Gate like character alongside with characters like a mail delivery man and a high school teacher.
And you complained that Bill Gates is OP, he can buy 99% of the stuff in the sims world right from start!!
(hypothetical samples, but I think you can catch what I am saying)
You don't need to choose it. If you choose it, why complain?
Like the PC console, you can insta get 1 bil gold. Doesn't mean that the price of every item should go up because people can easily access to gold via a command. Nor should they take out the command. If people want to play that way, go ahead, they are ruining their own experience, not mine.
In this case of OP perks combo, if you are picking all those perks, you are the one that making the game too easy. Not developer, nor any other player, nor the game itself. Why should everyone cater to your* style again?
There should never be useless perks to begin with. The fact that lockpicking and pickpocket are completely worthless outside of being chosen as novelty options or out of curiosity or ignorance is a shame in my opinion.
In order for there to be OP comboes, someone had to have deliberately left such options in as an oversight due to lack of testing and balancing the way affect or otherwise modify each other. The issue arises when a baseline is determined, and future content affects you base on what is determined from it.
Through polling, or other means, when designing future content meant to challenge the, what would likely be assumed max or near max level players...clearly it would be a mistake to balance around the OP characters right? But what if it is determined that either the players who partake of such issues are a larger part of the baseline through their sampling, or that by allowing such things to remain in the game, it is fine to balance around them because in theory, there is nothing stopping someone from choosing those abilities?
The issue arises when content designed to challenge these "godplayers" obliterate those of us who choose to remain as mere mortals. On the other hand, what if they make future content too easy, an appeal to the lowest common denominator when the majority may very well be overpowered, they would stand to gain much criticism either way, either for the content being impossible or mind numbingly easy.
"Don't like it, don't use it" is asking the player to take charge of what is allowed when it's meant to be the game/developer's job.
Players should always be trying their hardest to get through a game, using the best gear, best spell etc. Inventing handicaps for challenge is merely a bandaid fix, and basically lets developers get away with making poorly balanced games.
A game developer should design content like they are playing chess against the players who utilize their content and enjoy making players earn what they get.