I guess I struck a nerve.
I do ignore it. I assumed a lot of people do, actually, since while it may give a boost to day-one play you’re heading into the apocalypse with an, overall, less optimal character than if you’d spent the points on something else. Dumping the points into Intelligence, or making sure you have “Fast Learner” is a huge boon to skilling speed. Also, with skill books around every corner you’re tripping over free skill points early on. Generally, if a book lights up blue I keep it and read it during normal gameplay downtime.
I honestly have never grinded (ground?) a skill in all my Cata days. They come insanely fast as it is just through normal play. I actually hardly ever even look at my skill page. When I do, I’m shocked/amazed at how high many of them are.
I suppose if I wanted to play a character that doesn’t go into town, I’d want survival skills to live in the forest from day 1. But then, why wouldn’t I just pick a profession that gives me those skills PLUS useful equipment and a fluffy character description?
Crippling a useful mechanic because it's not to your taste is the very definition of selfish.
Seemingly personal attack aside, I don’t think that is “the very definition of selfish”.
Removing functions that aren’t worth using, or replacing them with better functions is a good thing. This is a suggestion & comments section, where people make suggestions and others comment on them.
I could very easily say … requesting the people working on coding the game institute complex systems that only a few people think are a good idea, that clutter up the interface and/or coding, confuse people (wait, I have points for stats … and points for skills … and what do professions do? Oh, they give skills too? Hmm, so is it cheaper to take a profession or to buy the skills separately … argh, forget this game its too unwieldy!), and make the game more bloated is “selfish”. 
Along those lines … I’m sure some people would like a page where you have points to spend on initial starting gear. It should list every single item in game, give it a point value, and the player should get a set number of points to purchase things one by one off the list. That way, we can each make our character wear what we want, when we want, right from the start. Some people would cheer at that … others think its a waste of time to implement because, hey, part of the game itself is to go out and scavenge for your gear. … plus … as was my comment regarding skills in the post you quoted … “thats what professions are for” (though in this case, giving you different starting gear).
And really, this would be solved quite easily by simply having a way to train stats up in game, as earlier mentioned.
It could, yeah, if smoothed out the right way. It could be difficult to do, and any new layer of complexity like that you add brings severe balance issues. The game becomes too hard for some, and way too easy for others.
If you think people grind skills now (which I’m still a little amazed people seriously bother to do), how exponentially worse will grinding stats be?
I usually modded the Morrowind (and other TES game) stat increasing system. Frankly, having to babysit my skill screen to make sure I grinded/ground the proper skills to get the stat increase I needed was a massive annoyance to me. I couldn’t just play the game and have fun doing what I wanted my character to do without knowing in the back of my mind that I was wrecking the maths behind him/her, by not diligently grinding the right things.
“Man, I wish I could use this new mace I found … but I need 2 more strength to do it … guess I’ll go over-encumber my character and jump for the next 3 in game days to boost my strength up!” saddens me 