Skyrim wasn't trying to be a cRPG in the classic sense, it's an action game with stats and a ton of systems that allow the player to fashion a build which rewards investment in the form of perks, but also remains flexible enough that the player is free to experiment with different mechanics as they choose - a player who specialises in Sneak from the start will be rewarded with useful perks and better rolls against detection, but any player can decide to take up Sneak midway through the game if they like and be relatively competent at it. You can obviously criticise this entire design philosophy from the start if it's not your thing, and also question how well Skyrim achieved its own goals, but "action game with RPG-lite elements to allow for some build customisation" is what they set out to make, and they were successful enough that it was a smash hit that retains a huge playerbase, and enjoys a fanbase that includes all types of people from casual players to HARDCORE CODEXERS.
What's odd is that you'd think this would open the door to other developers to copy the same model, and thus make it way easier to make your own Skyrim clone since Bethesda already laid out the template, but nobody - including Bethesda themselves - seems to be able to do it, which is strange, because in theory it's pretty simple. Even the other reasons for Skyrim's success - continuous open world, dungeons that are short and punchy enough that they're always fun to do and never drag, a few light simulation aspects like crime and towns with basic NPC schedules - seem like they should be easy enough to replicate, even if on a smaller scale and lower budget.