I'm not saying the idea is perfect. It could certainly use some fine tuning.
The system you are suggesting might add complexity but it does not do so in a way that encourages versatility if everyone's stats are the same at the end. All it does is make concepts like my sneaky illusionist much harder to optimise and unfavourably muddles his attributes.
I'm a longtime player of Guild Wars 1, which has ten classes, a primary/secondary dual class system, four unique attributes per class, (one primary which is unique to the class and three which can be shared by those who adopt the class as secondary), runes and insignias for armour pieces, which can boost attributes, defenses or skills and over a thousand skills to choose from, with several skills having two versions (PvE and PvP) and almost every skill being altered by attribute points... I could not disagree more with your point.
GW1 is a complex game and one which does offer a heck of a lot of versatility, especially next to other MMORPGs, or RPGs in general . However, it's no where near as flexible as GW2's system, which has four attributes, no secondary classes and no dedicated healer. GW1 still fell into the pitfalls of many MMORPGs, such as the 'Trinity' style of gameplay and traditional quests. GW2 doesn't.
TES has its own Trinity (Mage, Warrior, Thief) and stats rewarded purists above all others, which is a pain for those who want less traditional character archetypes. It makes fewer options truly viable and requires more pre-planning than is reflective of organic growth. A hidden stats system might well stop some casual players thinking about things too much but it means their character might be evolving in a way they would object to and in a way they cannot alter. For players who like to pre-plan, having everything hidden from them would irritate them too, because they want more control and more choice.
I do think Skyrim's system has room for improvement but in my opinion, stats are a definite step backwards at this stage and the present build is better than what's come before.


), does not often accomplish much. 

