Not all perks where restricted and most perks had low skill/SPECIAL requirements unless they where very powerful for one of the three main builds. All perks are now being gated by SPECIAL system, if there's a perk you could use that would make say a diplomatic build ever, you are **** out of luck now. The only way this can be avoided is if you can raise SPECIAL during the game and if you can then this destroys the whole system and will become your typical Bethesda game.
Considering that attribute centric perks are now consolidated in their respective SPECIAL tree, making a particular build should be relatively botherfree if you focus on that. Plus there are undoubtedly ways to increase your SPECIAL attributes, for one Intense Training has already been confirmed to make a return and the removal of a hard level cap should make it viable to use without losing out on other valuable perks (soft level cap as in available total XP could be a concern though, for a vanilla version of the game at least). And I have little doubt that unique quest rewards can raise SPECIAL attributes too, though that is an assumption.
What the new system clear does is force players to commit to builds or strike a careful balance in the way that they can no longer play master-of-all-trades builds, but have to consider trade-offs if they want to really squeeze the last out of a specific build. The primary concern I'd have in that regard is how balanced the game is around that when you don't end up with a solid build, especially when you're say on your first playthrough and mangled your character build.
That however is something that I personally welcome with open arms, being the min-maxing little build maniac that I am. I also consider that a bonus towards replayability.