That's not a "problem" in the sense that sit-in-a-corner is though. It's a somewhat weird state, since the ability to increase Skills beyond the first skill point is pointless, but it doesn't itself create undesirable metagame situations. It's also a problem somewhat endemic to GURPS, where the point-efficiency of increasing IQ quickly outstrips the efficiency of increasing skills the more IQ-linked skills are relevant. It's also very noticeable in GURPS, since there's no general way to balance the costs and IQ covers nearly half the skills in the game.
It creates an undesirable metagame situation in that it encourages PCs to be built largely similar (particularly in the more cerebral campaigns like those I lately run and recently played in), and usually means that you need to optimize
hard if you want to have an area in which you are significantly better than the party average with more-or-less the same IQ level while not wasting points. IQ being underpriced
for generalists is not news, it's mostly the recognized consensus of SJGF. The problem is aggravated by the fact that as a Man-to-Man descendant, GURPS has a certain lack in the number of
independent mental attributes.
Bringing this back to Exalted/Storyteller, we have Dexterity filling a similar role for anyone physically oriented: hitting, parrying, dodging, running, pickpockiting, lockpicking, balancing etc. - way too many things are covered by it, so basically the system encourages
everyone to play the dextrous one, whether the knifey rogue, the graceful dancer, the balanced knight, the sneaky archer, the casty sorcerer, or even the burly barbarian.
This worsens the situation with choosing archetypes: if I pick the graceful archetype, my choice's impact is diminished, because everybody and her sister is also dextrous as my PC or (in rare cases) is 1 Dex lower; if I pick a bulky-clumsy archetype, I either pick Primary Physical and still get Dex4+ (thus betraying my concept), or I get punished by the system out of proportion for sticking to my concept.