Yes, we can be actual sorcerers. Maybe your personal definition of the word “sorcerer” requires in-combat offensive spells. The body of source work that people call “lore” disagrees with that definition.
Maybe. And if one can be found that doesn’t break the lore, so much the better.
There’s an old, old game I used to play from time to time. I really liked its approach to Cthulhu mythos and insanity. However, it’s only fit for a game like that, not an action game like Conan Exiles.
It’s “largely fluff” in terms of gameplay mechanics. So yeah, there are no game design reasons why it can’t be “balanced”, but there are important limitations on it that stem from the lore.
If someone can find a way to “balance” it – whatever that means – in a lore-friendly way, then so much the better.
Your idea about how to interpret corrupted stats sounds good on surface, but has one serious problem that would require a complete overhaul of sorcery to make it work.
The problem I’m talking about is that if corrupting your stats means you’re not a sorcerer but rather the product of sorcery, then, well, you’re not a sorcerer, i.e. you can’t perform sorcery. No casting spells, no performing rituals at your circle of power, that kinda thing.
Which might be perfectly acceptable to us players, but that’s clearly not what Funcom intended. They designed the corrupted attributes and perks to help people play as sorcerers, which means that they would need to redesign them to fit this idea.
Again, I’m not against that, either. I’m just pointing out why Funcom might not do what you’re suggesting. I can’t claim to know what they will or won’t do, though, so take this in spirit of friendly discussion. 