and here you got an example
That you have no clue what you are talking about.
You don't even understand the problem, because you obviously never played to the point when the "green thingy" can't be raised anymore.
Oh, look at you quoting out of context.
Go read the line I typed immediately following it, where I pointed out that the current implementation will slowly penalize you as you *pass* the boundary until it caps at 0, and then mentioned a way to tweak the system to resolve it.
The core isn't "rotton". You just don't like this type of skill system. That itself is a valid opinion. What's not valid is you stating your opinion as though it were a fact. It's not, it's subjective.
The implementation they should be aiming for is one in which you don't have to grind on things you don't care about to progress the skills that you do care about. I agree with that sentiment. As do others in this thread. That's why we're looking at ways the current implementation of the system could be changed to achieve that.
What you're proposing is throwing everything out and reverting to an (in my opinion) worse system that makes no sense and is a holdover from the 80's when RPGs and experience systems were first conceived. They needed a quick, easy to calculate by hand way of having character progression. So they sacrificed any semblance of "this makes sense" to achieve that. It worked well enough, given those needs (it still does on pen & paper RPGs). However, logically "I can kill X bad guys and will be a master blacksmith if I put all my points there!" makes no sense.
It's not (in my opinion) a good system when the computer is doing all the math for you.