As has been stated plenty in the above thread.
Morrowind had hit/miss dice roll mechanics. It had very little to do with character skill, except that the higher your skill the bigger the chance was that you'd score a hit. In reality it was just a game of chance with no feedback whats however apart from a message box that said "miss".
That has everything to do with it... It's the foundation of it. The PC's training and ability with the weapon
overcome the probability that they will miss. ~Ideally... that probability changes depending on circumstance. In a game for older hardware it may just be assault their armor class (which represents the opponent's overall defense ~including armor); but in a modern 3d gameworld, the engine could also take into account the roughness of terrain, whether it's wet, whether a blunt weapon has a reduced effect on heavy leather armor (or thrust blades a greater effect)... Even magical or environmental effects can be represented and affect the PC's ability ~like unnatural "Fear" aura, or poison effects ~(anythings better than screen blur IMO

)
The hit/miss dice roll mechanic doesn't improve gameplay. It just makes people click more frantically.
I could agree with you if you said that there should be variation in damage dealt. Then I'd be all for it, even if it involved a dice roll. Same as that in Skyrim (yes, Skyrim) death blows and critical hits are actually governed by a dice roll, coupled with skill level and perks to determine your success rate at those. But there should always be a base damage level determined by character skill, not chance.
Damage variation depicts weapon effect in the abstract... In this case modern games really can abandon variable damage for impact force and weapon damage type. If the weapon strikes the opponent with weak force or deflects away from armor, then the game can use that as a base for damages ~and be appropriate to what the player sees on the screen.
Accuracy though is different. If one PC is a highly skilled swordsmen (or swords-woman), that PC should attack not with higher damage than a brute with the sledgehammer, but with higher accuracy and technique; and have accurate strikes cause strategic effects as well as damage bonuses in some instance. The novice swordsman may be stronger than the expert ~and might do greater damage if they hit ~under the physics model (mentioned above) they could hit by luck alone and do serious injury... but generally the expert would be hard to impossible to hit. Under the current system, they do less damage with the same weapon ~In Fallout 3 they do less damage with the same gun!
IMO a game that executes a standard attack swing irrespective of the PCs ability with the weapon is not as realistic as Morrowind's version of the same exact thing ~because Morrowind at least takes the PC into account. For Skyrim to match Morrowind in my thinking, the PC would have to have different attack animations for each milestone in their weapon skill such that with low skill they attack like an amateur... and the game should abandon the hit-harder model, for evaluated damage (based on the actual hit).
