Having a skill trees is one thing. But the perks under those skill trees and what they offer is another. The difference between 7dtd and other RPGs is that the skill trees actually make sense, for the most part, and I can't say the same for 7dtd. There are too many sub perks are downright silly to even spend any points on at all regardless of play style.Many RPG games have multiple skill trees you have to work through to get to higher tier skills/perks so I don't see the issue here. These types of systems encourages playing the game more then once in order to experience the game in different ways.
For example, and kind of to the OPs point, why would I ever want to willingly spend any points in charismatic nature? Like ever? It serves no benefit whatsoever. Regardless of what style of play or role play that I'm aiming for, it's a useless perk that serves no real purpose at all. But yet, I have to put points into the same skill tree in order to unlock the perks that are important in early game. Like engineering, so I can unlock the forge, bench, chem, etc.
Why would anyone ever put points into pack mule either? Why? There are 45 slots in total and you start out with all but 18 of them unlocked and by day 5 it's easy to unlock 6-7 of those. After the tutorial, you have two fiber clothing items that can be equipped with 2 pocket mods by the end of day one, and 3 pocket mods if you find an overcoat (which are as easy to find as plant fibers). That alone unlocks 15 of the 18 left. And pocket mods are so easy to make too since you can find everything on day 1 as well. 2 leather/1 duct tape/15 cloth/1 sewing kit. You start out surrounded by cotton to use to make cloth with. Duct tape...pff glue and murky water is everywhere and so is leather. Sewing kits are the most 'rare' but I use that term loosely in this case since it's so easy to find. This isn't even counting the armor you find so easily too that can be equipped with 'armor mods' that are also so easily found or earned thru a trader. You can craft T1 padded armor on day 1 too. Throw in an armor mod and that unlocks an additional 4 slots which leaves only 11 slots left to unlock after day 5, at best. And if your a REALLY pressed, because your such a hoarder like me, then feel free to shoot yourself up with one of the 15 steroid shots that you will come across within the first week.
Lock picking, animal tracking, infiltrator, brawler, huntsman, well insulted, iron gut, treasure hunter .......why?
Animals/food is everywhere. Treasure chests are always located around the south. Brawler is okay if your just looking to try something different but otherwise it's utterly useless. Weather doesn't have a big enough effect to ever put any points into it. Lock picking is easy as hell, and the use of lock picks in general become obsolete so early thanks to candy, pickaxes (which are everywhere), the book that gives you 10% damage to safes. And of course augers, and the ridiculous amount of gas you can obtain to fuel the them.
Anyhow, the point is, what's the point in having a skill tree if the majority of perks hidden behind it are worthless.