sounds like you just ignored all previous TES game mechaics and gameplay to "make your point" for Skyrim. XD
No, he's right. You don't have to have either a chosen-from-the-start class or a long list of attributes to make the game an RPG. RPG means you're playing a character that
you create, and that's very possible in Skyrim. I get more ideas for characters in Skyrim than I ever did with Oblivion.
CLASS There's simply no need for a classes mechanic to be in the game. In Oblivion and other earlier TES games, you could either pick a pre-made class or make on of your own devising, while in Skyrim you simply make your own. In earlier games (I only played Oblivion, but that one at least for sure ) this affected leveling because of the system of major and minor skills. Only use of major skills leveled you, and so this provided a means for people to engage in game-breaking behavior - "efficient leveling", in this case. Characters don't think of "leveling", and leveling isn't a part of the
game, but is rather a mechanic and part of the
game system. Skyrim ditches pre-made classes and the major/minor skill system and simply adopts a system where leveling any skill levles the character. You simply use the skills you want to get good at, and you get good at the skills you use. Your character class can be described as the sum total of your skills, if you want, in a way. Get good at all six classes and leave the armor and weapon skills and the "stealth" skills alone, and congratulations: you're a mage. Great at illision, with some minor degree of skill in the other magic skills, and great at lockpicking and sneaking, with a little light armor skill and some speechcraft? I guess you're an illusionist-thief. Or whatever: figure out what you are and what your character does, and use the appropriate skills accordingly, and you will become that thing. The great advantage of Skyrim's way of doing things over Oblivion's: the lack of an "official" class means you can change class any time you like by simply changing what you're doing, rather than being saddled with a fixed class from the start of the game.
STATS Well, you still have stats - skill levels, health, stamina and magic power, plus gender, race and name. Attributes are gone, but they were unnecessary anyway, and again were simply an avenue for people to play the game system rather than the game. If you want to be a big, brawny warrior, go swing your sword at bad guys a lot and put 2/3rds of your resulting levels into Stamina. Want to be a high-intelligence-and-willpower mage? Use your magic skills a lot and put the resulting levels into magic power. (I can't bring myself to use the silly word "magicka".
Magic has no "k" in it, folks.

Take note.) So what are the stats needed for, except as a means of min/maxing and crunching numbers, neither of which is role-playing?
Go look at the diveristy of mechanics used in pen-and-paper RPGs. As a good example, contrast 1st edition AD&D with the
Champions game, which used the Hero Role-Playing System, a points-buy system.