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As far as I know there have been variations of it in at least a couple of games - although Mortal Online is the only one that comes to mind - and we used it to great effect in our main pen and paper rpg.
Even if stats themselves didn't make it into the game (they can be a little restrictive, if nothing else) there are various ways this system could be implemented, such as unlocking the next skill in the swordplay tree once enough damage is dealt with swords etc.
I think MMORPGs with skillgain by usage are mostly popular in the Asian market nowadays, since it usually also can involve a lot of senseless grind, which is not received that well in western markets.
Good lord, I can't believe I forgot TES, considering how much time I spent playing those games.
I think most RPGs can fall victim to the necessity for senseless grinding, but BaS has the advantage of utilising the players' skill, rather than button bashing and hoping your character's attack skill is high enough to score a hit. That, coupled with some elegant mechanics, should be enough to negate the need for any grind.
At its very best, a leveling system can take a player on a journey by having them power up over the course of a particular adventure as their story plays out. At worst, it's a cheap grind that destroys otherwise fun or flavorful systems by reducing them to 'my numbers are bigger than yours.'
The latter is far more common. 99% of games are better off with loadouts and gear choices and no leveling system at all.
Every Main TES game since Daggerfall**