Taken as a whole, the solution involves removing a lot of features. If you only take a portion of the solution (dividing skillpoints) it won't actually solve the problem as stated.
Anyway, anything that removes choice reduces depth. By defining some skillpoints as only usable on noncombat skills you are entirely removing the choice of putting them on combat skills. By dividing up the skills into these two groups there are far fewer choices to make with each skill point.
The question is about whether solving the problem by adding limitations and removing features will ultimately be a net improvement on the game, or whether the changes themselves will do more harm than good.