Why bring back visual attributes? They are still in the game, just hidden under the 3 categories. What you propose would simply give them a visual interface and still serve no more purpose then they do now.
So I play this intelligent scholar dude that teaches others martial arts. That makes me a very wise man. But my main thing is body control with and without weapons. I'm not into magic at all. So, intelligence and magicka is now the same thing (stat "hidden in bar").
Then comes a skill check (as in FONV, except result is hidden or you don't get the option if you don't have the skill) that checks against intelligence, because the question is of intelligent nature. Currently that would have to check against magicka, wtf? That makes absolutely no sense whatsoever.
There are now so few skills left that we can
only have intelligence related to magicka. Here some skills from another game with "a little" more depth to how attributes affect skills. WD = Wisdom = TES Intelligence, CHarisma, STrength, INtuition (kinda like our willpower, but deeper with supersition and so on), AGility, and DeXterity, CoRagous. And some negative attributes as well: SupersitioN, ACrophobia (!!!!), CLaustrophobia (!!), AVarice (okay, not suitable), NEcrophobia, CUriosity (not applicable), and Violent Temper (not applicable):
Body Skill Carouse (WD/IN/ST): The ability to hold oneself in check while visiting taverns. It affects the amount of beer, brandy and wine a character can drink before he or she becomes intoxicated.
Social Skill Convert (WD/IN/CH): The ability to convince others that your point of view is the correct one, especially in regard to religious matters. ("No, really, Norm, Ifirn said that if you gave me your sword, half your rations and dove head first into that stable over there, you'd be granted a miracle").
Social Skill Seduce (IN/CH/CH): An ability to attract members of the opposite six. When looking for assistance, it helps if your target is attracted to you.
Social Skill Streetwise (WD/IN/CH): Helps a character to find his way in a strange town It also helps him or her find unguarded shortcuts, to avoid the city guards and where to beg for the highest take.
Social Skill Lie (CR/IN/CH): The ability to make your opponent believe anything you tell him. (Ah, no That wasn't me who took your money It was, ah, it evaporated Yeah That's been happening to me a lot, too.)
Social Skill Human Nature (WD/IN/CH): Allows you to judge the probable reaction of non-player characters in your party.
Social Skill Evaluate (WD/IN/IN): This skill helps characters to your party estimate the value of artifacts and other useful items.
Nature Skills Track (WD/IN/AG): This skill is used to find animal tracks and judge the species that left them (wild pig, karen maybe a human?).
Nature Skills Orientation (WD/IN/IN): A well-honed sense of direction can be very useful, not just in the wilderness, but also down in the dungeon.
Nature Skills Herb Lore (WD/IN/DX): Not just the knowledge of where to find herbs, but also the ability to correctly identify and prepare them.
Nature Skills Animal Lore (CR/WD/IN): Knowledge of animals is especially important in combat, when knowing where to find a vulnerable spot can mean the difference between life and death.
Nature Skills Survival (IN/DX/AG): Just the skill you need to find a good spot for setting up camp, a source of water or rich hunting grounds.
And plenty more in Lore Skills, Craftmanship Skills, and Intuitive Skills, but I got lazy. How can so many here, which I expect most to have some role playing experience, fail to realize that intelligence is FAR MORE than a direct translation to available magicka points? And yes, this is actually an old CRPG (http://www.lemonamiga.com/games/docs.php?id=1335). It offered far more depth than any TES game added together, and that was accomplished with having a class based system (Skyrim is classless, all TES is classless due "custom class").
After Daggerfall, many skills was called useless by the "fans", since they didn't contribute much to combat, if at all. How can you
not see the endless possibilities with attributes, if you have the ability to look beyond "magicka". However, the big enemy that can't be neglected (from a developer point of view), is that the skills listed above fails miserably in a classless/customclass "no limits" system like TES is. I, probably as the only one, would very much like to see limited to classes (but way more of them) combined with some kind of profession selection that helped define your background as you entered the game, similar to that found in Role Master. It didn't dictate where you could go from there on.
But hey, what do I know. I'm just an old goat...
Edit: Oh, I noticed I picked some skills based on INtuition rather than WisdoM, but whatever.