Oh yeah, CHA was a dump stat through and through. END as well, since gameplay tended to favor the same old super-high-damage stealth alpha strikes where you instagib most of the enemies and clean up with VATS. LUK was a dump stat (especially after the level cap was raised by DLC and mods) since you'd max your skills pretty quickly anyways and it only affect regular crits, while sneak attack crits were guaranteed. STR wasn't quite a dump stat in 3, but you could safely leave it at 4-6 points, wherever you felt most comfortable having your carry weight at. It became a core stat for most characters in NV to some extent because of the return of weapon STR requirements. PER could safely be dumped unless you were doing an energy weapons build from the start or needed the crutch of the psychic compass markers.
AGI was core in 3 because it gave you your AP for VATS and applied to two of the most important skills in the game. It only became more core in NV because they added extra utility to it. INT was likewise core because it directly increased your rate of advancement, affected three key general skills, and was used in (what felt like to me) much more than 1/7th of the attribute dialogue options.
So yeah. Pretty much every character in 3 and NV would pump AGI and INT plus one or two other stats, leave STR at average (unless they pumped it), and dump the rest into the gutter. Unless you were doing a deliberately suboptimal build, that is.
4 did a very good job in that regard. CHA and LUK are both obscenely broken, PER and AGI are both very strong, and END had some additional utility added while INT was made a bit less strong, leaving us with a situation where the three
weakest SPECIAL stats are still decent enough to make you regret dumping them. Moreover, the feat system Bethesda implemented and the ability to increase SPECIAL stats after character creation has resulted in a dynamic where there are fewer numbers to watch increase, but there is a much greater sense of impactfulness behind level-up decisions. It used to be that the
biggest and most impressive things you could get were generally skill milestones (i.e. what are now the lockpick feats) and numerical increases to one thing or another, barring the occasional Bloody Mess and Mysterious Stranger. Moreover, most of the really interesting stuff was hard-capped by level so you couldn't get it for most of your playthrough.
In Fallout 4 you can start getting interesting abilities as early as level 1 (depending on your SPECIAL spread), a lot of the weaker feats that were kept have been bulked up or combined (Hey there, Mister Sandman), and a lot of the really mundane ones have had more interesting effects added to their higher levels.
So yeah, if you like RPGs because you like watching a bunch of largely meaningless numbers increment upwards a little bit every so often, that's probably what you're missing in FO4. But no, it's definitely more like an MMO or Diablo than it used to be.