Divinity II handled it perfectly. It kept attributes but also had some awesome perks or talent trees if you will, to choose from. Skyrim really dropped the ball with this one. Feels more like an action adventure like many fear it would before release.
Okay, you're obviously full of it.
Divinity 2 was an action game, it even only had 6 attributes, all of them doing basically ONE thing. Vitality raised health, Spirit raised Mana, Strenght, Dexterity, Intelligence raised Physical, ranged and magic damage and resistance.
Heck, the game doesn't even have different elements, just magic.
There were no numerical skills like in Skyrim, AT ALL, just ability "trees".
Now there's nothing wrong with that, it worked pretty nicely, but claiming that Divinity was much more "complex" because it happens to call the number that raises health "Vitality" and adds a different number to it more "complex" is incredibly ignorant.
Another proof that people [censored]ing about this only wants attributes, just because, doesn't matter if the exact same things can be changed already, there are no attributes -> No RPG.
So CHOOSING between 3 main stat is not like an RPG, it's too much like an action game? RAISING different SKILLS is not depht then CHOOSING the needed perks is too simple for your tastes? How is this any different from what we had before?
I played Morrowind, and I looked for SKILLS to set.
I played Oblivion and I focused on raising SKILLS.
I played Skyrim and I used what to describe my character? SKILLS!
No, we don't need more stats, it doesn't make the game "deep"