The Morrowind system tried to replicate that an opponent would try to parry / block / dodge. It's the animations that couldn't keep up and, even today, it would be a mammoth task to animate the full extent of parrying and dodging that could take place in combat. With Morrowind's mechanics, hits and misses are determined largely by the character's stats which is perfectly traditional for RPGs. It just looks really odd when you are seeing the action up close in real-time, something traditional RPGs don't offer.
Skyrim and Oblivion have an FPS / RPG hybrid method. Whether the character hits is determined by the player, the damage comes from the character's stats. I kind of agree with the OP that Morrowind's mechanics are actually superior for a pure RPG perspective but until animations are sophiscated enough to properly represent dodging and parrying I think Skyrim's approach is better than Morrowinds. It also moves TES more into the Action RPG category which I think a lot of people prefer anyway.
I disagree. Morrowind's mechanics just gave you a better chance at scoring a hit the higher your skill was. But if you boil it down it was nothing more then a game of chance. Which usually just resulted in a lot of frantic mouse-button bashing. And it didn't even take the opponent's skills at being able to avoid being hit into account.
Off course the character's ability to negate dodging, parrying, blocking by enemies, and the character's ability to dodge, parry, block him-/herself, should be dependent on character skill. As should the character's ability to deal damage with weapons. But the dice roll mechanic is way too simplistic for that imho.