I'd argue that the complaints regarding stealth are partially true, but miss the mark. The issue is not so much with constant dice rolls, but with Skyrim's awful level design. The dice rolls are absolutely necessary because every dungeon is highly linear with narrow corridors occassionally opening into larger rooms. But there's no alternative paths in 99 percent of these dungeons, no obstacles behind which you can place yourself. Everything is brightly lit and you are unable to extinguish any of those light sources.
And this doesn't just apply to thief activities. There should be different obstacles that can only be overcome by mages and others that can only be overcome by warriors. This is why levitation/climbing was awesome in earlier TES games. It allowed for truly inventive level design. This no longer exists in Skyrim.
Fix the level design. Give us actual options. Don't abandon the strengths of "open world" as soon as the player steps through a doorway. Then we can start talking about how stealth die rolls should be handled.
I disagree with the leveling being confusing, it was much more confusing in Oblivion where I had to write down the amount of times certain skills went up during the current level just to get a +5, I don't need to that in Skyrim which is a good thing.
Confused, not confusing. The argument is that the system is poor at accounting for when a character improves combat skills versus when they improve non-combat skills. It has nothing to do with how difficult it is for the player to parse, but rather how the game world is effected by the player's leveling choices.