dtgreene: Would you say the same thing about action games?
If you're looking for a game where the writing is the most important thing, you should be looking at a visual novel (or a VN/other hybrid, where other can be RPG), not an RPG.
Would you say that action games should not include any action, shooter games should not include any shooting, racing games should not include any racing, because it's all superficial "icing", perhaps?
VN are interactive books, they don't allow or have all that much to do with said role-playing and freedom to customize and act out the character you want. At least, not since the text adventure games faded into undeserved obscurity.
Role-playing games at their very essential core are based upon the premise of fitting into the skin of some character, acting as them, growing as them, making choices, and optionally (as there are RPGs without many choices so there also are RPGs without any meaningful customisation), customising their appearance, skill set and equipment.
So yes, you are attracted to what was originally the icing - and long since became its own genre. That genre is nether here nor there, I just don't much approve of reducing all sophistication of role-playing in role-playing games to green [AGREE] and red [DISAGREE] and similarly uninspired conversations framing the choice, if even that.
dtgreene: I'm thinking along the lines of Strength, Agility, Vitality, and one mental stat.
Thing is, we don't need 3 mental stats when any given character is likely to only find one of them important, and in fact the Charisma stat, in older TTRPGs, has not had much mechanical effect; in CRPGs it often wouldn't do anything. (SaGa Frontier at least made the CHA stat affect healing and charm effects, though I think having a stat just for charm effects didn't really make sense, and healing isn't as central as in some other RPGs (with the most powerful healing effects not even using the healing formula).)
I could go further and combing Strength and Vitality into one stat; this way, every stat would have both on offensive aspect (that is important for some characters but not others) and a defensive aspect (which is important for everybody).
Charisma is useful for NPC's reactions, ability to persuade them, efficiency of inspiration, buffs/debuffs and other face/leader/bard work, and any role-playing elements at all, but if you don't want to have them period you can do without.
Still, if you want to reduce attributes to bare minimum there's absolutely no reason not to fold Strength and Vitality together; each of three attributes can contribute to defence in their own way, be it shrugging damage, dodging or parrying, arcane or technological means (heck, you might make enemies less likely to attack a character with high Charisma, and maybe switch to their side, even), but it's a given that the burliest character would
generally be the toughest.
And if some core stat in minimalistic setup is useless, say, if hit chance and bonus damage of all attacks is determined by Dexterity, and Strength only adds to unarmed damage, of if Charisma doesn't do anything useful at all, well, that's entirely the fault of the game designer, not the attribute itself. Just like it's the fault of the game designer when attribute list contains two or even three iterations of the same quality, like, say, Agility and Dexterity, or Constitution, Vitality, Endurance and Stamina at the same time.
LootHunter: Habit, nothing more. Just like fast and simple games that require good reaction and coordination are called arcade games, even most people play them at home and not in arcades.
I do agree though that even gameplay oriented RPGs (like rougelikes and Diabloids) should have a choice for player to play in different style and thus assume different roles, at least in gameplay if not in the story. There should be different ways to develop characters, not just grind to improve stats.
Well, what Diabloids lack in affecting the story department they make up in character building and combat, although I do believe that any game can be made greater by including both aspects.