That's... completely missing the point though, isn't it?
When people bring up "character skill," they're not talking nothing more than "I shouldn't be able to hit this, damn me and my proficiency with real-time targeting being so much better than my character's abilities scores would suggest!" It's more to do with cognitive dissonance and how your stats describe and define your character. For illustrative purposes I'm going to have to refer primarily to Fallout 3, since Fallout 4 seems to be employing a rather different system (which I'll get to in a moment.)
So in Fallout 3 Bethesda used a modified version of the original Fallout 1 ruleset, which itself was heavily influenced by tabletop rulesets. Getting into the esoteric philosophy at the core of these systems was what those stats described about your character and their place and relevance in the world. With a 1-100 system (or 1-10 if you talk about the Attributes,) you're basically ranking yourself among the general populace. A 1 in a stat described the absolute lowest value possible among all mankind. If you had a 1 in Small Guns you barely knew which end to point with. A 1 in AGI described someone who was just barely this side of even being able to walk.
Conversely a 10 in STR represented the absolute peak of human conditioning. The human physique could just not physically support any more muscle at this point - any higher would mean genetic or cybernetic modification beyond standard human capabilities (literally super-human levels.) Ditto for skills - 100 in a skill represented someone who was in the top 1% of all the experts in that field. 100 in Science meant you knew as much about that field of study as anyone currently living.
Going into a real-time system where player skill played a role, the trouble (at least potentially) comes from the cognitive dissonance this can cause when your character's stats no longer accurately describe how your character plays due to your own level of skill in playing the game. So yes, a character with 20 in Small Guns who headshots everything all day long because you're just that good at shooting things as a player can be problematic from a certain point of view on a philosophical game design level.
Likewise this can cause potential dissonance if your character is maxed in a skill, like Energy Weapons, yet is held back by the player's own competence at that style of gaming. If my own skill as a player at shooting things is not on a level of a master marksman, then I'm going to have trouble roleplaying a master marksman - my stats say one thing about my character but in practice I may have trouble hitting the broad side of a barn. (This is why I rarely do melee builds in Fallout - the flighty controls make it difficult for me as a player to do things I would want a character like that to be able to do.)
Take Bruce Lee, for a classic example of this. His Melee skill is through the roof, and he is so experienced at close combat that he's assessing the situation faster than I can. In a real-time game I could construct a character that on paper has all the characteristics of Bruce Lee, but I would not be able to play that character and make that PC do all the things that the real Bruce Lee could have. I just don't have the years of intense training and coordination to react that quickly or assess my options as fluidly. "Real" Bruce Lee would be acting as he was planning out his next handful of actions where I as a player would still be struggling to land that first blow.
So to take this back to topic, that's where I think VATS can play a really important role. More than just being "now go roll some dice, old-timer," this mechanic can be used to open up options not otherwise available to me as a player depending on my own personal skill level. By halting (or slowing) time and allowing me more options I can (potentially, if done right) assess the battlefield, react to changes, and plan my moves in a way that would more accurately resemble a character with a commensurate level of skill.
In Fallout 4, I think there may be an interesting change of paradigm, a different take on the ruleset. There's a precedent for this in tabletop games, even - but if the classic Fallout ruleset made use of a "universal standard" for it's characters (whereby those values could be used to describe every sort of NPC and creature in the game - all having their own relevant values and skills,) there is another concept that equates your character's stats to... essentially their own personal maximum growth. Intentionally or not, I suspect Fallout 4's system will fall more closely in line with this philosophy.
So in previous titles 1-10 for your SPECIAL ranked you within the entire scope of humanity, with a more perk-based system this time out, those same ratings could conceivably more accurately represent your character's own personal potential. So a 10 would essentially mean you've reached the highest level you could within the scope of the game - there might be others stronger than you out there, but you've pretty much reached your peak. And conversely a 1 wouldn't necessarily signify incompetence so much as you sitting at your base level (so you could be considered to have some knowledge of weaponry, you've picked a couple locks, you at least know how to hack a computer, etc - no matter your original scores, you start with some basic knowledge in these areas.)
I think it comes down to scope and the focus of the game. There's more than one way to skin a cat, after all. I actually think it could be an interesting take if that's something the direction they're going to go with Fallout 4.