I think it is good that they did something to fix the broken system in Oblivion, though I wouldn't be against having attributes done in a better way(something akin to Fallout could have worked).
sigh... the system wasn't broken in Oblivion. Was it perfect? No, no one here is making that case. Brokeness implies that it was impossible to use, which is complete and total bull. If you want to talk in hyperbole that is your choice, but coming at this discussion from that angle gets us nowhere.
If you stack the attribute/skill system next to the skill/perk system, I believe you will find that both are perfectly functional. The old system had some annoyances, but it did a better job at translating your character into the world and it was a richer system overall. The system in SKyrim is functional, and that is about the best thing you can say about it. The problem with the perk system is many-fold. First, perks are extremely dry and boring, being primarily relagated to increasing damage output, mitigation, or skill cost. These are all things that used to be incorporated into skills innately, but have been ripped out to fill out skill trees. Second, this new system does not provide any shred of flexibility that used to be in the game, primarily because skills are worthless if you haven't invested perks into them heavily. Additionally, the removal of attributes has affected many facets of gameplay that perks cannot adequately cover. Examples would be translating melee power between weapon groups, translating magical power between different schools, etc.
Essentially, perks should feel like additions to skills that further distinguish your character, however the opposite is true in Skyrim's case, where your character feels incomplete without perks. I agree with you that a system like the one in Fallout 3 wouldn't have been a bad idea, I think there are a lot of things they could have done to improve on the system that was present in Oblivion. Primarily, making attributes increasable in manner similar to skills (slower and more deliberate however) and possibly tweaking some attributes if they prove to be conflictory with some current things (my main concern is having speed as an attribute if character speed is fixed, because I would hate to introduce something that screws up the smooth new animations they have introduced into the gameplay) would have been a good starting point. I dislike the idea of having your attributes be static or extremely limited in growth. Attributes make sense to increase with time investment (for instance, growing stronger or more intelligent).
Overall, most of what I have said mirrors a huge post I made in the original thread, http://www.gamesas.com/topic/1394238-why-i-wish-attributes-werent-removed/page__st__156. Obviously, I am all for bringing back attributes, and I would be grateful to everyone if they could read that post and let me know what they think!