This is at the end of the day an RPG. Instead of a 100% limiting class, Skyrim has perks, which do not limit the character in the beginning at all. As for solving "the problem", I'm not sure we agree with what the problem even is. The problem is you creating a character that you do not want to play with, although it sounded good at first. If you spend over 50 of the 80 perks available on something you do not like, then you've spent them poorly. However, in oblivion, the choice you make in the beginning is made without any knowledge of the game. The chance of you creating a character you don't like in oblivion is a lot bigger than it is in Skyrim. Thus, Skyrim solves "the problem", while oblivion causes it.
I am not arguing that Skyrim's system is not superior currently. I agree, with Oblivion's system it requires a huge commitment up front. However, because of this you learn early on if you like your character as you can gauge its effectiveness better so you do not sink many hours in before a potential reroll. With Skyrim's system, you have to spend a lot of time to gauge how your character is. It is still just as unforgiving. For example, a player who wants to use Light Armor might choose the Light Armor route under Smithing to get the Dragon, until they realize that Glass is not comparable to Daedric when it comes to weapons and they would have been better off going the Heavy route, even for light to get the best weapons and armor. There is no going back, and in order to correct this, you have to expend Perk points, that are limited. This leaves players with the choice of being disatisfied with performance, or re-roll after they are umpteen hours into the game.
It does not matter what system you choose, the fact is if they had a Reperking option, this would be a moot point. That is what I am arguing for. Without that ability, the old TES system of picking skills I would argue is superior BECAUSE you will expend less time to gauge how your "class" performs.