Ok, but it seems a minor issue. DA: I has a different system, we'll get use to it. No need to use the same level up system in origin. The level up system is not a major point of the game. The story and combat is. But I suppose it is for some.
Actually...leveling up your character is one of the base great aspects of an RPG. Even in D&D, one of the most fun and engaging things to do is to level-up and customize your character depending on any arising and in-reach needs.
For instance, let's say that you're a mage and you decided to take the Arcane Warrior specialization. Now you can use your magic stat to wear more protective armor and even wield other weapons apart from a staff. But you're squishy with low constitution and average dexterity. This is where a good level-up system comes in. Now you can add a few points to your CON and/or DEX score over time to build up the mage's ability to stay in the fight longer and withstand/dodge attacks. If you're smart, you can do this without compromising the essential Magic/Willpower score needed for spells.
Or what if you want to make your rogue stronger for greater dps? Tougher to withstand attacks and increase fortitude? Make your warrior more cunning for non-combat interactions? A good level-up system will allow you to do that.
Here...I'm not getting a positive impression from the lack of attribute points. What's meant by "they increase as you go"? Does that mean that the stats will increase depending on the Inquisitor's kill-count? Conversations? Quests initiated? Am I going to be stuck with a squisy mage or a slow warrior?
In short, why replace something that isn't broken?