This has always bothered me but it never really truly annoyed me until recently. I really dislike the fact that to get the power of standing stone A, I HAVE to go to point B, and if I want shout C, I HAVE to go to points D, E or F. This defeats the game's 'total freedom' paradigm. I understand why they replaced the birth signs with the stones (to stop new players from making permanent choices they might later regret, which is also why the skill perk trees are so linear, so it's almost impossible to make a 'bad' build), but the way we learn shouts, which are the game's defining feature, could have and should have been designed in a more intelligent manner.
The walls have many rune words on them, which tells me that at one point in the game's development, this was done differently (ie. you could learn a single rune word of your choice from a wall). Perhaps they didn't want to overwhelm the player with too many choices? If so, this seems to be the recent trend with games: to assume that gamers are
morons intellectually challenged and need to be dictated everything instead of being forced to make decisions. I really don't like this trend.
I blame CoD.edit: adding this later post because some people don't understand my point.
What you said is true on the first play-through, but on subsequent runs, you already know where the different shouts are, so if you want shout A, you HAVE to go to dungeon B, C or D. But what if I decided to start my travels exploring the Pale and all those dungeons are on the opposite side of Skyrim? Well then I'm screwed out of a possibly roleplay-build-defining shout until very late in the game. It's akin to having to travel to Riften just to be able to 'unlock' the sneak tree so you can become a thief. How annoying would it be if all your thieves had to travel to Riften straight out of Helgen?