Fact = the perk system doesn't work properly in just about any RPG ever, as explained by MisterCaption with this video
There are objective reasons why the perk system won't work in a game defined as an 'RPG', and those reasons are game designs. One could argue all day long how they think the perk system worked because it enhanced the shooting experience, but that required judging the game from a shooter game designs's angle. Fortunately, Bethesda called Fallout 4 an 'RPG' based on the tag they officially pinned on Steam, and so we are going to objectively judge it from the designs aspect of RPG.
Also, you're probably ignored because of the things you said in the past before you 'disappeared'.
This all depends on the definition of an "RPG", or, in this sites case, one's own preference for how one should play.
In the end, to put it simply without looking over every perk/skill, both perks and skills do the same thing in the end (aside from a couple exceptions), which is:
* Allow unique dialogue in random situations (Perks), or allows access to unique dialogue that was already listed (skills).
* Improve overall stats.
* Access crafting (plus bonuses), skill checks and mini games.
Because Fallout 4 limited speech checks to charisma, the need for perks that introduce unique dialogue (the majority in NV) became obsolete, and Bethesda decided to just combine the two and call it a day. Also, I assume they applied the level limit to their new system to encourage players to put points into perks that allow them to access specific parts of the game.
In reality, from a neutral point of view, any proper personal character development in any Fallout game is based on dialogue, and unique dialogue for that matter. While I simply see this aspect as a means to skip bullshit quests (looking at you OWB), many fans see it as one of the significant ways of impacting the world.
Admittedly, the Fallout series, as a whole, uses a majority of its perks for unique dialogue, so the player can express their own identity.
Fallout 4, in this manner, has distinguished itself from the rest of the heard by simplifying dialogue, and the way I look at it completely differs from you because my character is always a projection of me in an escape of reality, while your character is a whole other person which you create.
Listen, the way I apply what an RPG is and isn't is completely different to yours. The Fallout series, on the most basic level, is about putting someone into a world and seeing how you can affect it, just like any other RPG for that matter.
Applying a strict interpretation of what an RPG is and expecting others to follow suit is quite a narrow approach when dealing with this sort of thing. Using Fallout 1 as a means of determining whether a game in the series is appropriate or idiotic alienates other fans who arrived through F4, and their opinions on what defines an RPG are largely based on their own experience, instead of the preconceived notion that F1 is the barometer for the series.
Thus, to conclude, what you look for in the series is a subjective thing, and stating that the new perk system factually doesn't work is a opinionated viewpoint.