It really comes down to players not wanting to make choices.
They want the path to their preferred combination of perks all highlighted and linear with zero points "wasted" on something they consider non-essential
Huh? That's not what I was getting at, at least. Builds are great, the issue with wasted points is that general use perks are locked behind things that don't make sense and are very, very build specific. Gating a chef perk behind shotgun damage or a doctor perk behind stun baton damage just doesn't make sense. It
LIMITS build options because it encourages you to use Dev decided weapons for specific builds.
Want to be a miner? Sounds like you are using Shotgun and Sledge whether you want to or not. Want to be a sneaky guy with high stealth and high crit damage and uses a sniper? Too bad, you are now going to use an SMG for some reason instead, because that's so sneaky
The builds are basically presets by devs. You can use off build weapons, but are actively punished by doing so because then all of your points are wasted on weapons you are not using that someone else decided made sense. Cuz chefs are well known for using Shotguns and Sledgehammers in their cooking after all
That's why it makes sense to connect perks to attributes, I don't understand how you can't see it.
??
I did say perks connected to attributes, like "All the stamina perks go under Agility, the tanking perks go under fortitude, the crafting perks go under int, the gun perks go under perception, and all the mining and melee damage perks go under strength" etc
My only change to attributes is that the attribute itself should be relevant to all builds, but not gamebreakingly strong so you feel like you HAVE to invest in specific ones on every build. Gun perks should go back under Perception and melee perks should all go under strength, so you can invest in which ever tree you prefer for damage, and the perks themselves could be relevant to the tree like each point in Perception raising headshot damage and each point in strength raising melee damage or something.
The TLDR; would be
Perception = Ranged Damage
Strength = Melee Damage and block damage
Fortitude = Durability and healing
Agility = Mobility
Int = Crafting
Like how the name implies.
You would still have builds, you would still have perks grouped under the relevant attribute, it would just actually make sense and would give each attribute a more focused niche. Their current niches are all over the place, like how Perception is explosives and precision weapons and wrenches for some reason. That's 3 completely, 100% unrelated niches all grouped under a tree that only makes sense for the snipers.
You might consider the E.O.D. guy perceptive, but you probably don't consider the redneck making home made molotovs and chucking grenades by the dozen as perceptive, you'd consider him an agent of pure chaos. In most games, explosive builds get built in damage reduction from explosives because they blow themselves up so much, so fortitude would probably make more sense thematically
Attributes being valuable in general on their own just makes it feel less bad when you have to invest 15 points in a tree for a useful perk, but get zero value from those 15 points because you don't use what ever random weapon the attribute buffs.
When you see (e.g.) an archer shooting an arrow, strength is NOT the first thing that comes to your mind, is it?
Yeah, kind of. Because I know how high draw weight is on a bow and know it takes a beast to actually use them. I'd say Strength or Perception are the ones that instantly come to mind, not agility. Agility doesn't even cross my mind as being remotely relevant to a bow, we aren't Mongolian Horse Archers here