While the talent breaking element can happen sometimes, I would say that the amount of skills that feel like they break with exceptionally high stats are an incredibly small minority. And the times I've seen truly ridiculous values involved category pointing a category, which most of the time is non-optimal to begin with. Making it even worse of an option doesn't seem desirable.Well aware of that, and that's part of the problem. With items you can build stats up to talent-breaking levels at times.
Mostly, it just feels like a reasonable form of scaling. Many players focus on their stats enough to hit at or near the 60 cap by L20~ or so, and equipment based bonuses allow skills to continue slowly moving upwards for the rest of the game, even though the core stat has capped off.
If you removed statistics from the equation, many skills would effectively cease to scale upwards past about L30 or so. That's a lot of time for your only growth in talents to be +damage equipment, with utility skills like Unflinching Resolve, Icy Skin(At least, IIRC that's StatTalent Will.), Shield Wall, Berserker, Cursed attack skills(which have the unique trait of scaling their multipliers with Strength), etc., there's probably more options than just what I can think of off the top of my head.
If you changed this, you'd have to either let these skills cease to grow past a point around the midgame-not the original designed intention, for at least some of them; I can say this since I wrote Misdirection with thoughts like this in mind!-or redesign them to work with powers, which would require a fairly large overhaul, with some rather surreal curve changes. (Swapping Strength/Dexterity to Physical Power/Accuracy, for instance, would mean that you could, relatively quickly, generate 60 on that primary stat by capping Weapon Mastery/Knife Mastery and Combat Accuracy, respectively.)
I don't feel like it's fair to brush this all off as abusive, is what I'm getting at. It generates a nice, even curve-a little frontended, but that's reasonable given how the game was constructed.