Not really, the only difference is that in FO1/FO2 it affected how many companions you could get. It works pretty much the same way in FO3/NV besides that. Luck was(and still is) a dump stat.
I'd say luck being a dump stat is not limited to Fallout, and really, I think it shouldn't even be a stat at all in games. After all, luck isn't a physical or mental attribute of a person like strength or charisma are, it's an abstract concept that people use to describe whether things seemingly dependant on chance are going their way, the only reason I might make an exception with Fallout is because you can't really have the first letters of all your stats spell "SPECIAL" unless you have a stat that begins with L in your game.
In a city full of gambling, you want to call luck a dump stat?
I would say so, since I doubt gambling won't be necessary for much of the game's content, and like pretty much every single RPG I've played, you'll probably eventually have more money than you can ever expect to spend just from selling loot, so you probably won't really need to gamble at all. Now fighting, on the other hand, even though Obsidian has stated that you can complete the game without killing anyone, I'd still say that combat will probably be unavoidable for most characters.
Though I hope that Obsidian can make charisma more useful in New Vegas, since among the stats in the game, I always found it rather worthless, after all, it was only really good for barter and speech, and the former wasn't really needed at all, whereas the latter, while useful, wasn't actually essential if you wanted to pursuade people as even with a low speech skill the chances of success with speech checks never seemed to reach zero, meaning that you could just save before every pursuasion attempt and reload if you failed, annoying, I know, hence why I did generally put some skill points into speech if I intended to try to pursuade people, but it did make speech less important than combat skills, or even other non-combat skills that you actually needed to be good at to put to good use like lockpicking (Since locks had a skill requirement.) and repair (Since it determined the maximum condition you could repair items to, which effects how effective they are, therefore you needed a good repair skill to ensure that your weapons and armor would functioning well.) which, it seems to me, is counter-productive to the point of an RPG. After all, you're supposed to choose your character's skills and stats based on what best suits your character. Yet if some stats are just less useful than others no matter how you play the game, most players won't choose to increase them, and will instead focus on more useful stats, which is one of the factors that can contribute to player characters in the game ultimately seeming pretty similar. Ultimately, RPGs are supposed to be games where players must make choices, and choices aren't very meaningful if the game essentially makes them for you by making some options simply not worth taking.