I agree that it is often quite easy to stat dump in DA games. Warriors get Str and Con, Mages get Mag and Will, Rogues Dex and Cun, with a sprinkling of other stats to balance out things.
I'd like to see them get away from the "this stat increase damage" mechanics, personally and go with more ancillary uses to the stats. What if strength could be used to allow a Mage to cast spells with heavy armor and not suffer a penalty? What if Rogues with points in Magic could increase their Crit Chance when using magical weapons? What if a Warrior could have a high Dexterity and be able to parry incoming attacks, making a fencing-type character a possibility?
Where DA usually offers the complexity (more in DA2 than in DA:O) is the skills category, which has its ups and downs. DA:O has more "non-useful" skills than in DA2, which offered a number of different ways to build characters, which was nice. However, it all comes down to DPS in execution, which is unfortunate.(to my tastes, I suppose).
That being said... there are some interesting changes for DA:I that could turn this around. For one, limited health (and possibly mana?) regen. As well "exploration skills" we've heard rumors about, which will allow actions to be done outside of combat.
For the non-regen part, this could lead to situations where resource management is more important, which could mean every character might benefit from a high boost of Con and Dex to absorb and avoid blows. Then again, maybe characters packing a big wallop can end battle faster, managing the risk of taking too much damage. Or perhaps this will make Magic points in every character (even non-Mages) useful, as the added Resistance could be helpful. In addition, who knows if certain stats (again, like Magic) could also make potion using more or less effective, which could affect how the overall use of resources is handled.
And for the exploration skills, if they go the route of DA:O, where each level may have base-stat requirements, this could also be intriguing. If I want to have the ability to persuade a group of Mages that returning to the Circle may be the best solution for them, might I require point in Magic to unlock the knowledge set used to be able to make that attempt successful? What if a Rogue would benefit from Magic points when disarming magical traps? Or a Mage benefiting from Cunning when using an illusion spell?
All of this is speculation, of course. But my real point is that with the game's overall design being adapted not just for all-combat, after which all wounds are magically healed, but rather a deeper experience that allows more options, we will likely see more variance in how we spread out our stat points in DA:I.