RPG progression is more than a table of numbers. It's clearly there, in the perks, skill ups, and equipment.
Exactly!
All of this talk of "I don't allocate stats when I sleep to level up, so it's not an RPG!" reminds me of the early days of
real RPGs - I'm talking the "sit around a table with friends, dice, and books" kind, not the kind that runs on a computer. Everyone knows about Dungeons & Dragons, but there was another RPG that came out pretty much just as early: Traveller (yes, with a double-L).
In contrast to D&D's mechanics of killing things to get XP so that you can level up and kill bigger things for more XP, Traveller had insanely simple character advancement mechanics. There weren't any. You rolled your stats and ran through a number of four-year terms in the military, merchant corps, or other career, gaining a level each term in one or two skills, and then started the game with that history and the skills you gained in your terms of service were the only skills you'd ever have, so there was no need for any kind of XP tracking and you never leveled up. Progression was purely a matter of story, material resources (money, paying off the loan on your spaceship, equipment, etc.), and developing relationships with other characters (friends, enemies, contacts...).
Even though it was missing all the things mentioned in these "Skyrim is not an RPG!" posts, Traveller is widely recognized as one of the venerable ur-RPGs, fully deserving its place beside D&D. (Some would even go so far as to claim that Traveller-style games focus more attention on role-playing, and thus are more deserving of the label "RPG", than D&D-style games, which easily devolve into pure hack-and-slay-fests due to their emphasis on mechanical advancement.)