Probably people is missing the correct point of view.
first at all, a quick answer. There is a MMO game called "guild something" where you can reset stats everytime you enter a town. Everyone is happy, so I don't understand this "cheat mode thing" you were talking about. I have played for years a game where stats were fixed, but there were classes and however it was frustrating. You could do only a role and PVP/PVE/MVP had different spec. A time consuming, that's all. But time changes.
Developers wanna add importance to stats.
If not, why do they ask for changing?
The actual system, where stats have a limited weight, can live with a soft reset.
But just try to imagine this situation (number for example).
Before
Fire III: 1,000 damage points. 750 comes from Fire III skill, 250 from stats.
If we put more importance in stats, it should change in something like
After
Fire III: 1,000 damage points. 300 comes from Fire III skill, 700 from stats.
(take numbers as example, not as a spoiler).
Stats stand for: char stats, equip stats, modifiers.
Now, try to think we normally play as a pugilist. If we want a good damage output, our first goal is to stack Strenght and Dex, because pugilist's skills takes advantage from those stats.
But if we want change in a conjurer, for example, or in a gladiator, we will unable to work properly until a full reset of stats.
Now a former pugilist changing into a conjurer
Fire III: 750 from skill + something from attributes (let's say 800 total)
After
Fire III: 300 from skill + something from stats: 350 damage total
So, we need a feature to change easily our stats point. If not, we will be unable to change "de facto" our role and class.
I prefer a system with personal allocation of stats, because there are different point of view when you play a class.
Someone can say "conjurer is better with stamina and int" someone else can say "I prefer Dex and mind" and some other "I wanna a conjurer with high int and mind".
Every idea can be great or a complete fail, but we are not in the position to judge how a player wanna develop and play his own character.
If we force players in only one direction, (stamina/INT conjurer) we create an easy path to follow for new players, but we chop off the imagination and creativity. We should add contents and options, not removing opportunities.
Now, I'm curious to see an answer from Yoshida-sama.