Lifthrasil: Or 'natural' leveling. I.e. incremental increase of the skills you use most.
Wishbone: The problem with that is that it often leads to pointless grinding of stupid tasks, such as forging 2000 useless daggers in order to maximize your blacksmithing skill. Or if you have weapon class skills and you've been using various swords from the start of the game, but then you find an awesome axe with much better stats than your current sword. Then you have to go back and kill a bazillion low-level creatures with it because you can't actually hit any creatures of your current level until you have gotten your axe skill up.
I would argue that having to use the axe against weaker creatures to become good at it is better than not being able to use the axe at all because you have spent some of your limited number of points on swords and can't fit axes into your build.
Also, this problem can be mitigated by not making accuracy too dependent on skills. For example, in the SaGa 3 remake, at one point you get a great sword and then have to fight a rather difficult boss that regenerates HP but is weak against that sword. Fortunately, the game is designed so that you have decent accuracy even without good agility or skill (you will still miss, but not all the time unlike SaGa 2), and the first learnable technique of a weapon is easy to learn provided you are in the correct race (in this case, cyborg, and note that race is changeable in this game).
Another thing that would help is having other party members who are still using weapons they're good at. For example, in the SaGa 3 remake, you could just have a character attack with a new weapon type, while other characters keep that character alive. (Also, unlike some games, you get your stat gains and skill levels immediately, so a character doesn't need to survive the battle to get stats and skills, and prolonging a battle leads to more stat growth than ending the battle quickly.)
For your forging 2000 daggers, in a well designed system, you would get more skill experience for performing harder tasks, like forging swords, battle axes, or spiked flails.
candesco: There is no difference between oblivion and morrowind regarding levelling, except that in morrowind you need to sleep to go to the next level.
Actually:
Oblivion requires you to sleep to gain the next level as well; the difference is that, in Morrowind, characters without Stunted Magicka will be sleeping to recover Magicka (making the leveling semi-automatic by my definition), while in Oblivion there's no real reason to rest other than leveling up (hence making the leveling manual) or getting vampire dreams.
Also, one other difference: In Morrowind, a skill increase after qualifying for a level up counts toward stat gain for your current level, while in Oblivion it counts toward your *next* level. (Incidentally, the way stat growth works is the one thing I dislike about the Morrowind/Oblivion system; if you just got stat points to distribute at level up (like in Daggerfall, but without the random factor) it wouldn't be so bad.)