Neither is the melee system an interesting, mainly character-skill based system in which I, as the player, do not have a lot of control but get to see interesting fights (like in classic cRPGs), nor does player skill really matter. Blocking, when it is possible (not if you're using a spell or a second weapon for instance), is relatively useless as having blocked a strike doesn't give me that much of an advantage; especially with two-handed weapons I still hit slower than my enemy can counter-attack, and despite blocking I still take a lot of damage. But more annoyingly; I have almost no control over my character, but not because some sort of AI has control over him; NOTHING is controlling that character. I make random steps in random directions, cannot abort swings even if I only just started to raise the weapon (making it extremely annoying to fight alongside companions as I hit them a lot because they walk in front of me and I can't abort the swing anymore), and I can't even control which side my weapon is supposed to come from (with a companion to my right I'd only do swings from left to right that get stopped when the weapon hits the enemy; but no, not in this game, the weapon goes right through everything and I can't really decide how the swinging motion is supposed to look).
My character isn't moving exactly the way I want, nor can I change the incredibly long animations once they have started, nor is any sort of AI or skill check system in place. My character simply feels awkward to control - it's supposed to be purely player-skill based (except for the damage output), but player skill has little to no relevance due to the character being nearly uncontrollable and the overly simplified blocking system not even being useful, resulting in the only useful tactic to be hit-and-run, which is hardly an interesting combat system.
I partially agree. Personally I enjoy melee in Skyrim because, coming from Oblivion, it's a step forward. However, it's still true that melee could benefit from some changes/additions. Here some examples:
1. Add ability to cancel attacks that already started by pressing the block button
2. For daggers and swords, add a 'thrust' attack to complement the already existing vertical and horizontal swings. This helps differentiate between weapons
3. Add directional blocking: from-top-to-bottom powerattacks cannot be blocked by simply pressing "block". You have to press block AND look up. Same for the rest of attacks
4. Make enemies (and yourself) always react to getting hit. Each hit should cause a visible recoil/stagger in which the opponent cannot attack but can still block and bash