Yes:
So literally the only thing we know is that the stats will grant effects uniformly and not based on classes. Everything you're doing is speculating. We know nothing except that he aims to make all stats relevant for all characters. A laudable aim.
The specific list may change, but the biggest difference players will notice in Attributes (compared to A/D&D ability scores) is that all of their bonuses are uniformly applied instead of being keyed to specific types of weapons or attacks. E.g. one Attribute affects bonus damage (and healing) and one affects bonus accuracy -- regardless of the weapons or spells being used.
We would like your character concepts to be viable regardless of how you distribute your Attributes. Part of our solution for this is decoupling things like Attribute-based accuracy and damage bonuses from specific types of gear or class abilities. The focus of your character may change based on how you shift the points around, but we want to avoid setting up "must-have" and "must-dump" stats.
So literally the only thing we know is that the stats will grant effects uniformly and not based on classes. Everything you're doing is speculating. We know nothing except that he aims to make all stats relevant for all characters. A laudable aim.