While most of the suggestions don't make it any more complicated to distribute stat points and skill points they do nerf the OP builds making the game at least have a little challenge which it is currently lacking.
If I am level 3 I shouldn't be able to fight 20 level 4 NPCs and win by myself with the current system I could which is ridiculous and that is all down to the way they laid out the stats and skill abilities.
The argument quoted is pretty silly. Why do people insist on making arguments like these?
It's important to remember that these discussion are why there is an Alpha to begin with. Agree or disagree with the posited arguments, these discussions give everyone (including the developers) a chance to think about the topic at hand and see multiple view points.
All of us are here because we want this game to be great. We may have differing opinions on exactly how to make that happen but that's why we're here talking about it. Let's try not to dig our heels in too deep.
Everyone has entrenched positions more or less based on the language being used here and no one is interested in actually discussing actual mechanics.
Personally, I'm on the side of the discussion that the attributes could use a little more "identity." Each attribute should offer something to a build (no matter the build) so that choosing which attribute(s) to increase becomes an important decision.
We can't compare it to D&D honestly because D&D accomplishes this by having a "skill" system with the skills being modified by the attribute (such as climb and swim being affected by strength while balance is dexterity), which this game does not have.
Instead, I would suggest finding a way to have each attribute contribute something to a build, something like:
What is 'identity'?
If all attributes contribute to any given build does it necessarily follow that selecting which attribute to increase becomes an important decision?
Does it matter that the D&D (depending on which edition) has a rigid progression and class system, which can contain exceptions to the core rule set(s), when examining the relationship between attributes and the system as a whole or other components of the system? Or does having skills weigh more heavily?
Now, I'm not suggesting these are the best ideas nor am I stating that they should be done exactly like this but...the idea is to make every attribute contribute in some way to any build or character so a player can choose to strengthen their character in a variety of ways based on the attribute(s) they choose to increase.
Strength based characters can still benefit from intelligence because it modifies magical armor (thus increasing their immunity to magical control) and it will affect the duration of their own control abilities (like knockdown).
Intelligence based characters can benefit from Wits because if their magical armor is depleted, it will reduce the duration of silence and other effects on them, Constitution to enjoy this same resistance to physical effects, etc.
Just a thought.
How about just adding more abilities that can accomplish what you just outlined? Just a thought.