So, kidding aside, I just don't play like that. I don't track or even think about where xp is coming from. I'm very interested in fact in a modlet somebody mentioned for removing the xp announcement in the lower right corner.
I guess our brains are wired differently. I just don't worry or analyze what percentage of my experience comes from which source and I really believe it is because I am not strategically trying to be efficient about gaining xp. I play the game. I cook when I need to. I chop trees when I need to. I kill zombies when I need to. I explore and clear POI's for fun and for looting. I mine for resources as I need to. I really do play a game full of varied activities and I see it all going into my avatar's gain in experience. So when I take a perk in cooking it is because I as a player want my avatar to be better at that and I view the points as being an aggregate of all my activities.
Now for someone who does focus on the single best method of gaining xp and so who does that one activity repetitive for the purpose of gaining xp points I can see how they might feel that they are mining to learn bacon and eggs. But I don't play that way and as long as people are talking about core gameplay, I don't think that playing the game to repetitively focus on one activity to rapidly gain levels is the core of this game regardless of the model chosen for player progression.
I would invite you to go back to Alpha 10 and play that game and figure out why you are doing the activities you are doing when there is zero xp or player levels to be had. Is the gameplay all worthless without xp to be earned? Many of the people with multiple thousands of hours put those hours in during Alphas 1 - 10 before there ever was any xp and somehow they found value in mining, harvesting, building, exploring, looting, etc. without worrying about where xp was coming from and how much you got for it.
I still play pretty much the same way I did back then as far as my purposes and goals. So I can tell you that when I spend points for anything in the game those points feel like they came from all the activities I do to become a more experienced survivalist and I never feel a break of immersion that I'm spending THIS point from killing 10 zombies in order to be able to build a bicycle now.
I'm not saying the system is perfect. I think it can be improved. But the current system is great for me and the way I play. I'm sorry it doesn't work for how you like to play.
What you are describing is essentially an organic user experience.
When you need to gather supplies you go mine, chop wood etc.
If you need to build things, you build.
If you feel like running around scavenging, you go explore.
When you need to shoot/stab/bludgeon something, you had better do it.
These activities would happen without any XP system to prompt you or gates to slow you down, A10 for example.
Then the XP/Perk system was implemented using learn by doing which flowed logically.
When you need to gather supplies you go mine, chop wood, and you got better at using mining tools, and if good enough qualified for some perks.
If you need to build things, you build, and you got better at using construction tools, and if good enough qualified for some new recipes and materials.
If you feel like running around scavenging, you go explore, and athletics goes, scavenging goes up, appropriate perks become available...
When you need to shoot/stab/bludgeon something, you get better at whatever weapon you are actually using, appropriate perks become available...
All of these progressions (more or less) made senses, because they were in line with the organic user experience, thus they did not feel forced.
You were simply playing the game, and got better at skills by actually practicing those skills. Minimal level gating necessary.
The new XP/Perk process is disjointed from the activity, so now you are forced to stop mining because it is painfully inefficient, to go kill things in order to get better at mining.
I find myself looking for extra zombies to kill so I can learn how to cook bacon and eggs!
Now there are level gates and perk walls to do even the most basic stuff.
Why must I wait 10 levels without a forge?
Why wait 20 levels before I can make basic iron tools?
Why are these two separate ♥♥♥♥ing perks!? I have the forge, but do not know how to use it yet?
Why should I need to spend points to learn how to
get seeds?
What the hell do either of these have to do with "fortitude"?
The game is now stuck in low gear and forces an extreme XP grind on top of the already somewhat tedious resource grind that was already a big part of the game. Add that to the laser-guided-bunker-buster hordes and might as well not even play til the next patch.