>Contests of strength or speed can always come up spontaneously and then it helps having a fine-graded attribute present.
I disagree. I think in most stories, media, etc. that deals with exceptional people you basically almost never see granularity. At best, you see a scale. Hercules doesn't wrestle lions into the ground because he has +50% strength; he does so because he's the demigod son of Zeus with incredible strength and the lion simply isn't. When Hulk fights someone, in any good story it doesn't come down to which one of them is stronger; either it is established early on that one of them just is, or maybe they are evenly matched; either way, Hulk needs to find an edge somewhere else.
Even if you are trying to do some very specific scenario where, say, a football team is assaulted by zombies and their subtle differences in strength actually matter, you can just zoom in on it, and set up a relative strength scale.
The only reason you'd want generic stats that are also very granular, is if your game has absolutely no focus and hence just wants to have the ability to stat out everything to be able to handle everything; making the majority of stats in any given point of time (possibly including chargen) largely pointless.
>Nah, in a sprint race or in an arm-wrestling match (or wrestling for possession of that runestaff), that's exactly what I would want. That's what these attributes are for.
My point is, that I may not be expressing well, is that that would make for a shit game.
"Let's play a game about athletes!"
"okay, let's roll dice a bunch times to have the guy with the higher number (who achieved that higher number by rolling higher numbers during training or chargen) come out on top unless there's an upset I guess"
It's equivalent of having a single fighting stat and then devolving combat into rolling it a few times until somebody wins. Works, yes, simulates some reality, yes, but not very exciting and doesn't make for a good game.