@JSlither: Sadly no, attributes have a tendency to make an RPG. They're a representation of what your character is from a base physical and mental stand point. Removing them is... well it's Diablo 3. As has been mentioned it can work, to some extent, in a setting where there is no class structure at all like Skyrim, but even then they had you picking between HP, MP, or SP to determine your base physical build on top of your perk selection with skill use.
Ultimately, the problem DAO had wasn't attributes at all. It came down to bad pacing, and how they handled Rogue's and Warriors and sadly that has led them to revert to some simplistic idea of set roles you can't properly deviate from. Warriors can only use 2H swords and Sword/Shield. Rogue's are the only ones who can use daggers or bows?
DnD already does a good job of setting up a big difference between Warriors and Rogues. And that comes down to weapon specialization and the misc stuff for rogues. In 3E everyone can stealth or pick locks, but a Warrior only gets 2 skills they can properly lvl up and those skills aren't part of there class kit. So they have to spend more, to get the same effect as a rogue. So if a Fighter takes lockpicking, it's like a cop knowing how ot pick a lock, but he's not locksmith or expert safecracker. Vice versa Rogue's could throw them selves into some armor but there base HP pool is lower, and they don't have all the weapon specialization stuff.
personally, I'd just like to see weapon open up for all classes but Rogue/Mage use the weapons in a different way. One thing I really like about DA2 was that Warriors had a 'group focus'. That is, 1H or 2H, you always hit multiple enemies at once. Now this is kinda where the development fan gets hit with ****. Basic time restraint. Only reason Warrior isn't Dual wielding is because the animations. IT would require unique animations from Rogue's that made sense for a little AoE attack stuff. Special warrior oriented talents and all that. Same for rogue in the other direction.
Now personally, i'd be happy if they just opened up all the weapons ignoring animation/perks. Like if a Warrior wants to use Daggers? Go for it, you don't have weapon specialization 'for' daggers but its still fast attack dmg, and there are PLENTY of talents to spend points on, your not gonna be hurting in that regard. Same with Rogues. You could be using a 1H weapon or hell even a 2H (even if that's a bit 'weird') and just not have weapon skills for it, plenty of other stuff to spend the points on. I know theres plenty of people out there who would like to make a Bow Warrior and end up maxing out Champion for aura crap. Sit in the middle buffing folks, directing combat, flingin' arrows. Can't do that with a rogue, and it's an entire concept ignored atm.
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Oh forgot to say BioWare also tends to have a do it right or don't do it approach. So, I'd also love to just see this show up in some DLC. Add Rogue/Warrior only perk trees that give the combat style that allows a warrior to dual wield, and use a bow, and a rogue to use 1H weapons (where they hold it in 1h but have some off-hand grapple/throw dust + stab, or 2H strong attacks with it). Could also use 2H weapon on rogue, or the staff and use it as a melee weapon monk style. It would make sense from a utility stand point (ninja weapons where often utility/tool based).