Each game has less and less skills. Less ways of deciding what you are, less ways to be unique. Pretty soon just Warrior, Thief, and Mage.
Edit
You even said it yourself people are still playing warrior's, thieves and mages. You define yourself, but unfortunately you still HAVE to define yourself for balance reasons. The less focused a class you make the less effective it tends to be, so really they're shoe horning people into three set roles. Rather than giving them the ability to set up how they want to play from the start. It's pulling the wool over your eyes really. I admit I like that anyone can level up in any skill that's good, but the way it all balances out doesn't work so good. Often forcing people into those arbitrary limitations they thought themselves free of. Nothing has changed except they turned it upside down. Your happy? What if I tilt your screen? I completely change the way you see the world MAAAAAAnnnnn /hippy
I'll ignore your condescending tone and address what you're saying. The "less and less skills" is not an issue. The 18 skills in Skyrim have more depth than all 35 of Daggerfall's. Various traits from redundant, useless skills were integrated into skills that they should have been in in the first place (Backstabbing -> Sneak, Etiquette/Streetwise -> Speech, et cetera). The design decision to integrate blunt and blade together and keep the skills defined through skill trees was a good one. Instead of damage being determined by a separate, redundant Attribute (Strength), your character sticks to what they know. If you can swing a sword, you can swing a mace. Still, you specialize in a sword, mace, or axe through the skill trees for each of them. This also prevents endgame godmode characters that are masters in every single form of combat.
You also misinterpreted my previous point. The new system isn't so much refreshing because it's new, but because it's the new improvement that RPGs as a genre have been needing for years now. More and more tabletop RPG elements are being swept aside in favor of systems that are more suitable for videogames (such as Morrowind's diceroll hit/miss system, which was a worthless remnant of pen-and-paper RPGs and was redundant to the player's actual input, which is something videogames are capable of rendering without the use of RNG), and Skyrim is the current leader for a new generation of
good RPGs where character depth goes further than the starting-screen character creation and spreadsheets that plague far too many RPGs.