Attributes are "who you are", Skills are "how much you learned" and Perks are "tricks you learned" within those skills or "special abilities" not covered by any of the above.
I couldn't agree more with this.
I'm no expert on how Skyrim works, and when reading what I have to say here, please keep in mind that I'm not referring to it in the least.
For many years, I've looked at how Morrowind handles character development as being very ideal, not because I'm so attached to the game, but because the system simply makes sense. To an extent. In looking to improve it for the next game, I would definitely look at the method used in Galsiah's Character Development for inspiration.
A lot of people seem to think that redundancy is a bad thing. I do not. In real life, there's a lot of factors that go into things we humans are capable of doing, such as sword-fighting, and a great number of things are dependent upon the same attribute, such as strength, and when attempting to create an immersive experience in a video game, it makes sense to replicate that as much as possible.
In ES games, there's no getting around having ones strength be raised at a rate inconsistent with ones aims. Why? Because it takes strength, no matter how little or how much, to do just about any of the things we do in these games. Even pure magic-users are going to be running and jumping around (especially when they don't have levitation to count on) a lot in their adventures, because no matter how we go about exploring the in-game world, exploration is something ALL of us do.
To physically move requires muscles, and regardless of how small or how big, muscles equal strength. A skill can be tied to any attribute the developer feels is appropriate, but really, most skills should require a number of attributes, not just one, and a lot of times, strength is going to be one of those attributes.
It doesn't matter if ones weapon is
more of a factor than ones strength when it comes to dealing damage, unless it's completely and utterly weightless, strength is
still required in order to use that weapon, and therefore should be a factor when determining how much damage the character can inflict with it.
Of course, when putting together a system where using just about any available skill in the game raises ones strength attribute, you have to compensate for that by getting the math absolutely perfect when it comes to leveling up those skills and attributes. That requires not only a solid plan before you ever even start putting the game together, but extensive testing as well after you've done so. I'm thinking Bethesda doesn't put much stock in that.
Perks should be something extra, some special ability that the player obtains through the hard work they put into developing a particular skill or skillset. A good example, if climbing were a skill in ES these days, would be the ability to do something like a back-flip off of a wall once the player's climbing skill, athletics skill, and related attributes where each up to specific levels. Or something to that effect.