Combat is a completely different beast, because ultimately, combat is what the game is built around, whether it be bashing orc skulls with a huge warhammer, or burning zombies to a crisp with fire magic, or putting an arrow through the head of an unknowing bandit. Dice roll, stat based combat was a means of achieving an end, and Bethesda decided on an alternate route in Oblivion and Skyrim.
There is no end, however, to weapon and armor degradation except money / time sinks and player punishment. People say it added strategy, but it was not strategic to have to micro manage your gear, and bang it with a repair hammer to get it back up to speed.
How is this different than attribute pools for health, stamina, and magicka? The only reason for their existence is to limit the player, either in terms of how many times they can perform a certain action or how long they can survive. Once stamina is drained, you can no longer perform power attacks. That is punishment for not managing your stamina. Once magicka is drained, you can no longer cast spells. That is punishment for not managing your magicka. Once your health is drained, you are dead. That is punishment for not avoiding attacks. Diseases serve no purpose beyond applying negative modifiers to attack or carrying capacity or health or skills or whatever. They are punishment for being attacked by afflicted enemies.
There is hardly strategy in these limitations. The game throws several buttloads of potions at you every step of the way. All it requires is you toggle over to your inventory, chug down half a dozen brews, and you're back in top form.
The argument about enchantments is also invalid, because it is not equal. Enchantments are additional bonuses, and thus, depleting the energy that allows for that additional bonus, and needing to maintain that to get additional bonuses is not the same as having your weapons degrade and eventually break.
Enchantments only confer additional bonuses when placed on specific items. Weapons, for example. In other cases, such as with staves, the enchantment
is the weapon. Once the enchantment runs out, the item becomes useless. This is similar to how attack enchantments on various articles of clothing worked in Morrowind (and maybe in Oblivion, I can't recall for sure). Are you advocating for the removal of this system as well, because it's simply tedious?
In any case, why would it matter whether enchantments are considered bonuses or not. The point is that to perform at peak effectiveness, you are forced to maintain certain pieces of equipment. The actions the player must go through to maintain this equipment are effectively the same as those they'd go through to repair armor/weapons. The only difference is a minimum cap on effectiveness.
What would be more fitting, and something that I thought was going to happen in Skyrim but didn't, is the bonuses you get from Smithing would eventually wear out, requiring you to continue to upgrade your weapons and armor to keep them in that upgraded form.
Equipment degradation is only acceptable if you're always performing adequately or better? If you can perform poorly, it's suddenly not an acceptable system?
But general equipment degradation is just a needless time and money sink, and a tedious punishment on the player simply for playing the game. It's very frustrating to fight a mob and think "How come I'm barely doing any damage to this guy, when I just killed the last guy with so little effort" and realize it's because your weapon is degraded. It's frustrating and tedious to have to carry around dozens of repair hammers that encumber you and weigh you down to get through a dungeon. It forces you to level a specific skill (in this case, Armorer) if you want to remain an effective character, which forcing skills on players is supposed to be the last thing that Elder Scrolls does.
Removing shops that provide smithing/enchanting for a fee was a weird decision. The only reason a player would be forced to repair their own equipment would be due to the continued absence of these services. With their inclusion, however, we instead of characters who are more self sufficient---able to rely on their own skill and save themselves some coin---and those who require assistance---a more costly choice, but frees them up to delve more deeply into other skills.
This means more character possibilities. You can play a character who crafts their own weapons, you can play someone who uses bought/found weapons, but handles the maintenance themselves, as well as someone who doesn't bother to concern himself how her equipment works, just that it does.
If equipment degradation returns, I won't [censored] about it, I will deal, but I find the stance that it is some necessary element to the game to be very - as you put it - disingenuous.
Nothing is
necessary, and I don't recall anybody saying equipment degradation was. That doesn't mean that the experience isn't better with its inclusion.