This whole discussion reminds me of when I used to play D&D with friends at school. I spent most of the time delegating stats and rules to someone else, rolling blindly and waiting for the DM tell me what just happened. I loved it - playing the characters with friends, engaging in the world as it arose, pushing situations just to see what happened. The stats & numbers and dice rolls were all a means to an end - to tell a story in a dynamic universe that, although couched in the D&D rulebook, was bound by nothing other then our own imaginations. Krakens, spiky metal witches and rock n' roll monks on desert caravans were just a few of the delights on our journey. We stood fast with and openly schemed against each other, D4s and 20s bouncing this way and that. The statistical intricacies and tactical nuances didn't really matter, even to the ones who knew them inside out - they were just there to represent the events.
In Mass Effect, all I felt the incremental difference between each skill bar and meaninglessly huge inventory with it's myriad of parts and guns did was get in the way of the story and characters which, looking around at the vast piles of fan art and perverse discussion about Brandon Keneer's (Garrus) sonorous man voice, is clearly what has earned the game it's burgeoning following. I suspect that stat-based turn-based gaming made sense once because video games still weren't able to replicate complex combat and exploration situations. ME2 lets you raise enemies up and then blast them into the abyss at the touch of a button. There will always be games for people who like that sort of strategic stat-based nuance with a story, but those games have been increasingly niche titles for years now and I feel there's a reason for that.