That's not the case at all. You had that attribute system of yours in the previous games. It was called "auto level up" button, right there on character screen.
The difference now it is used for everyone whether he like it or not.
DA:O, Da2 :
You can do it manually OR You can press the auto level up button
DA:I
Game "presses" the button for you.
I believe this is a matter of perspective. I can appreciate where you're coming from and it must be frustrating to read the new system as such, but that's not where my mind finds itself.
I see a system where numbers don't magically grow every level-up "just because." A system that isn't seemingly built around the idea that players like seeing bigger numbers. Where the abilities of my character grow from what they are actually doing in the world, in a tangible way.
Does my character have the mighty blow power, ie the ability to summon an abnormal amount of strength for a single strike? Cool. This means she will have grown to get to that point. This abstraction happens in the form of passives in the skill tree growing her ability scores on the way to the mighty blow power, as well as any points that may be unlocked upon the picking of the power itself.
Each point is more special with this approach, and it's all very results-oriented with an emphasis on every selection truly mattering. It removes non-choice, illusion of choice level-ups (ie "2 strength and 1 constitution" levels for a warrior). I am aware that not every level-up was such a level-up, however.
You could even make up your own mini-narratives around it all. Does your character know how to perform mighty blow, but she still feels too weak? Perhaps she should start training toward another skill, knowing that skill will require her to be stronger? Japanese martial arts often work in such a manner, and being trained in one such art myself, I may very well be biased toward seeing it as an incredibly universal and functional way of learning.
I see similarities to how most programmers would benefit from
learning LISP even if they will never work with the language, simply due to the thought processes it teaches, to use a more technical example.
Disclaimer: I have not studied any of the skill trees in any amount of detail, so I'm making stuff up to fit my explanation. For all I know, "mighty blow" might be a starting ability or not even be in the game, etc.