Skyrim does away with classes entirely, using a Perk system to finally break free of end-game "Master of None" syndrome, and favoring the "Health, Magicka, Stamina" trio to eliminate the need of out-of-character attribute enhancements. No more "Rush to 100 Endurance" for everyone, nor a need for Warriors to focus so heavily on Agility(For Stamina and Stagger Resistance), Willpower(For Magic Resistance and Stamina), and Speed (For mobility and reaction time) to remain competent in combat.
I realise you want magic skills and perks that aren't grounded in reality, less weapons to use, no actual sense in weapon representation in the game, more graphics, more player skill, less character skill, and of course cheesy auto heal, so let's not get into that.

What I just want to say here is that Morrowind warriors had high strength because it helped with damage, high agility because it provided both dodge bonus and chance to hit bonus, and obviously endurance for the health. How is that in any way "out-of-character"? How is it more out of character than Skyrim wizards and Skyrim having almost the same physical capabilities and thieves having +100 carrying capacity from Extra Pockets perk? Yes, +100. That's 20 levels worth of stamina boosts in one go. It's so crazy my non-thief characters get it, just because they can.
Skyrim mages really only need magicka and health, and since magicka regen is bunk and -100% spell cost is possible, the only thing they really need is health. This means 1:1 is a perfectly reasonable health to magicka ration and a power gamer would go all health. Which is far more health than what a warrior has.
How come you think that's reasonable, plausible, realistic, sensible, or conductive to any level of role-play or immersion? And mind you, we're a month after release and at patch 1.3 already. If this wasn't how gamesas wanted things to be then why haven't they fixed it? Why did they release the game this way?
What you're suggesting is that to you, it makes more sense that actual character strength has nothing to do with melee damage, while some impossible to explain perk has everything to do with melee damage. I'm trying to wrap my brain around that but I simply can't. To me it's just not very immersive that strength-based actions are no longer based on strength but rather on some perk that you either have or don't have.
Another thing is that when you or other people talk about specialization, I really don't get what you mean. What specialization? You can make a sword'n board warrior with maxed archery, maxed illusion, maxed smithing, solid alchemy, all the enchanting you need, and capped armor and magic resistance. You actually only need 79 perks for that, less if you abuse reduced illusion spell cost enchantments, and less still if you stick with Elven armor and don't waste perks in adv. armors, glass, and dragon.
Would you call said character specialized in anything in particular? No, the build doesn't quite take every perk in any skill but then why would you ever do that? Doing so would be throwing away perks, which is like not power-gaming in former TES games. That is to say, if you're suggesting I should waste perks to RP then you're also admitting implicitly that you could RP just as well in previous games.