And folks here is a demonstration of the -real- issue. people basing their dislikes of Attributes based on how it was done in past interations.
all that talk about Skyrim being a new game, its own game independent of the others, Progressive minded talk and all that jazz, and Attributes aren't apart of that thinking.
ha

Here's my take on it as someone who has played TES 3-5 and quite a few other RPGs, as well as a regular d&d player(3.5, if that makes a difference)
Attributes were necessary up to Morrowind because they are a core component of indirect-control RPGs(the tabletop RPG model, if you will). If you want a recent example in video games, look at Dragon age Origins(fantastic game. if you haven't played it, you really should).
In a classic RPG, attributes are necessary because they use dice-roll mechanics. The only way to individually modify your hit chance, health, etc. is through attributes. If you take those out, it's purely down to the skill rank, which doesn't work for a lot of RPG systems. DA:O couldn't function at all if you take attributes out because they determine anything and everything to do with combat.
That was how it was with Morrowind-the classic RPG "roll it to win it" system. However, there's one problem with that in TES games: It's a direct control, first person game. You are in complete control of yourself as a character, and you play through their eyes. In that kind of system, having a hit chance system is absolutely ridiculous. It's like putting a first person aiming system into dragon age's archery-It's a mechanic that just doesn't fit with that kind of game.
When Oblivion was released, one of the biggest changes was the introduction of player skill-in combat, whether or not you hit something is controlled by you, not a random dice roll based on your weapon stats, attributes, and skill with the relevant weapon. In Oblivion's much improved combat system, attributes serve a completely passive role.
I think that's why they were removed-they stopped having any irreplaceable significance in the game's mechanics. They still had RP value, yes, but they were essentially nothing but passive boosts to everything.
Now, the question is this: how can we add in attributes in a way that makes sense? Not easily. The most common response is "just use Fallout's SPECIAL system. That works fine". Yes it does, but not in TES, and here's why: MAGIC. In Fallout, there are very few ways to augment your attributes. Because of that, you actually have to choose what attributes you want, and there are lots of ways you can make attribute-exclusive paths through parts of the game. Because you can't max out all the attributes(except with Broken Steel, but that perk was stupid anyway), you can't possibly gain access to every part of the game. That makes your choices in attributes important. Unfortunately for TES, magic's ability to augment your attributes breaks that system because you CAN max out everything