The first edition of 7th Sea had 5 stats, and they all related to combat in some way, which was very cool. The stats themselves were not that different from the standard array of stats and variants (SDCIWCh or SIWDCCh if you will). The use of each stat in combat was innovative and very cool, and assured that characters could focus on just one or two stats leaving the rest as dump stats.
In a specific non-combat situation, you likely know which stat you would use based on your action.
Some systems come up with clever stats, leaving their use much more open to interpretations. I loveslashhate these.
I love them because they can be very flavorful.
My hate derives from implementation and over-usage.
A fast character will always want to be fast, because that is their best stat.
A sneaky character, will always want, and always justify, how they are being sneaky.
I know a GM who once came up with an interesting meta-system for a large social encounter. There was pushback, because, the players who created social characters felt stuffed, and those who cared not for such activity, just wanted to continue being fast or stealthy, with no care for society.
But, neither the GM nor the players are wrong.
Non-traditional stats can be subject to interpretation, if I am fast, i imagine my character always being fast. In some games this means I have the best chance to accomplish things by being fast.
It can, and often does, become boring for the other players and GM, because every action is done…. FAST.
There are times when players hold onto this application of traits when it is not as appropriate, and many GMs acquiesce to them, because arguing at the game table is never fun.
Some of my own game designs utilize game mechanics that do not allow characters to continue using the same trait over and over again. getting players and their characters outside of their shells and trying new things is interesting. Having them approach a problem in a different way is interesting.