To me, the importance and meaning of attributes depends on the kind of RPG I'm playing.
In action RPGs like Diablo III, attribute points are merely tools to build the ultimate killing machine. That's all what the game is about, after all - how fast can you massacre these greater rifts. I don't care whether they come from my character or my equipment, I care about the result - tons of dead monsters.
In story driven RPGs, which I hope DA:I will be, attributes also describe a character's personality for me, in a way. For example, when I play a warrior, I like to play smart warriors, a thinking man with a long blade. That means I generally put a few points into Intelligence or Cunning, even if I don't gain any gameplay advantage from it. Of course, if that unlocks additional dialogue as it does in some games, all the better. In this scenario, I very much care whether actually my character is smart or whether he's of average intellect and only gets smarter when he wears his clever hat. Therefore, I like it when story driven RPGs let me allocate attribute points manually and to my character, not my gear. I'm also fine with games without main attributes like Skyrim, because that at least does not actively contradict the personality I have in mind for my character. However, in DA:I every attribute seems to remain at 10, unless it's a primary for the class that goes up with skills you pick, or with items your character wears. It means I cannot play my smart warrior, I can only play a warrior with smart gear. A character who is not more cunning than the average yokel unless he uses equipment as a crutch.
Of course, if I would be playing with merely efficiency in mind as I do in games like Diablo, nothing of the above would matter. But I want to play a certain personality, and so it does.
But there is no stat in Dragon Age for intelligence; the choice to be intelligent or not comes in the dialogue options.
Now if dialogue options are blocked out due to Cunning stat (very unlikely, since even "Persuade" being Cunning blocked was already removed in DA2 and there are no signs they are going with that), you'd have a point. But I seriously doubt that will happen. I know there were a few instances of this in DA:O but there removal in DA2 felt freeing and I doubt they'll reverse that as they seem to want to keep the combat experience fluid, fun, and responsive. Really, what they have done is removed those kinds of roleplay choices from the combat attributes in order to give players more choice since people in video games often balk at sacrificing being a killing machine for roleplaying choice - So, you can be a smart warrior without sacrificing strength. You can be a dumb warrior too. The "Cunning" stat is really about trapfinding and battle weaknesses, instead of being an overall intelligence stat. The stats are only related to battle (and things like lockpicking or barrier removal, which can alternately be done by other party members).
You get to build your personality separate from combat so that the combat is fun, people get to be efficient killing machines, AND you can RP a wide array of characters through the various choices provided. Things like intelligence are personality traits, not combat attributes, in this system. (This was not necessarily the case in DA:O, but I think they realized the occasional use of combat attributes in dialogue didn't quite work for combat or dialogue. Hence the changes.)
Now regards to the Cunning trick - yes, if you wear gear enchanted to help you see weaknesses in your enemy (like Celene does in The Masked Empire), you will score more critical hits. This fits with lore. And works nicely with giving you freedom to change your load-outs.