It's a problem of relative power gains.
Say you start out with an item with +10sta +10str +10agi. If you go up 5 ilvls (hypothetically) you get a new item with +15sta +15 str +15agi. You've increased in power by 50%. Go up another 5 ilvls and you get +20sta +20str +20agi. You've increased in power 100% from the first item, but people aren't looking at that first item, they're looking at that last item, from which it's only a 25% upgrade.
Extrapolate this out, and once you get to the point where you have +50 or +100 of a stat to start with, you have to increase it by more than 5 ilvls (or 10 or 20) for it to have a meaningful effect. This is then compounded the next time you increase stats, over and over until any upgrade at all is virtually meaningless.
It's kind of a catch 22. If you have a linear scale, it gets to a point where upgrades are meaningless, since you reach a point of such small increases relative to existing stats, that it's unnoticeable as an upgrade. If you have a % increasing scale, it eventually grows so large that the numbers you are using are meaningless.
Personally, I'd rather have a carefully planned out % increase type of progression path, combatted in part by introducing new and varied stats in addition to existing stats. They've done this to some extant, but they could go much farther as far as meaningful new stats:
-Spell penetration could be made useful by adding resists to pve mobs. Spell penetration would be needed to do max dmg.
-A stat could be introduced to combat the frequency and severity of glancing blows. They just need to figure out a way to seperate it from the weapon skill stat, since that is tied to leveling up, which they don't want anyone to have an unfair advantage in.
-They could add a pve function for dodging/missing/avoiding physical ranged attacks, so hunters have to collect something to make them be able to counteract that effect.
-Besides more armor, they could have mobs have a greater than normal amount of avoidance, so tanks/melee have to collect a stat that reduces dodge/parry. Again, divorce this from weapon skill, so you do not unbalance things when it's time to level up again.
-Add new talents that reward collecting a certain type of a new stat. Similar to how mages have a talent that gives them more benefit to the +dmg they have on certain spells, or several classes (hunters, warriors) have talents to increase the benefit of stamina.
-Add mobs that can reflect spells, and then give casters a stat to counteract this effect.
These are just off the top of my head, i'm sure others can come up with more imaginative ideas

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There's many directions they can go with stats, the important thing is to give people a reason to want those stats, and to make them broadly available and applicable to the chosen focus of the player, be it pve or pvp.