You’re abstracting important information away from the player when you do that though. I don’t want to have to examine the description of every creature I come across to determine if it poses a threat. I can, in real life, look at a creature and tell you if it’s a bear or not. If I look at something in game that I would know in real life to be a bear, then I want to know that it is a bear in the game as well. I don’t want to have to piece together the clues to find out what I’m dealing with, when it’s something that I could easily identify. This is the main reason why I don’t like this as an implementation for everyday animals. We already have everyday animals that follow a set of given characteristics, so why change that and confuse the player?
The real strength for an idea like this, in a game like this, would be to allow something like bionic or mutant enemies that might have any number of possible characteristics that affect their behavior and attack patterns, or creatures from alternate dimensions for which we have no real earthly parallel. These are the places where random generation makes sense, not in the wildlife that we are all familiar with.