IE having a poor perception rating in Fallout.....
Attributes were poorly-implemented in Fallout too.
Case in Point:
Check out Fallout's Intelligence, Speech, and Charisma relationship:
Intelligence was the only factor to determine whether or not you could choose a certain speech option.
Speech determined the success rate of the option, but More Intelligent options generally had higher success ratings anyway.
Charisma was to be dropped to 1 and have its points put into Intelligence because it didn't do anything the Speech skill didn't do better.
Let's look at the intelligence Attribute:
Damage and ability are determined more by Skill than the governing Attributes.
Intelligence grants more Skill points on level-up.
Ergo, the nerd with all SPECIAL points in Intelligence hits more often than the Perceptive Gunslinger, avoids and disarms traps and locks better than the Agile Thief, hits harder than the Musclebound Brute, and is more persuasive than whatever poor sop thought Charisma was worth any points.
Skyrim's removal of attributes removed the biggest plagues from Stat-based RPG systems: M.A.D. (Poor fighters and monks can't do anything because they have to have High numbers in ALL attributes to be viable) and S.A.D. (My high-INT wizard does everything better than your character, despite having sub-par numbers in all other attributes. I hit harder than a Rogue's backstab, or Barbarian's berzerk. I take hits better than the armored Knight. I am more mobile than the rogue. I can carry more than the party's mule, I am faster than the scout, and I resist spells better than the wise Paladin)
Dragon Age: Origins highlighted the problem with Stats - Fighter needs to invest in Everything, while the Mage can ignore every stat that isn't "Magic", and still come out on top. Diablo II demonstrated another flaw - Not even the Sorceress invests in Energy.