I've recently been getting into Lancer, which borrows a surprising amount from 4e--particularly when it comes to presentation. And I have to say, even with ~15 years of gamingobsessionexperience, there was something kind of jarring about running into "range: 5 spaces" and "size 2 obstacle" and suchlike again. I wouldn't go so far as to call it video-game-y, but it was kind of board-game-y. My friend Sam tried to run a game, and despite being one of the best and most-experienced GMs I know, the way she ran combat encounters turned into exactly the sort of rule-bound tactical wargaming that you generally don't want out of an ttRPG.
Which is a roundabout way of saying that I think presentation alone was a significant reason the game got so much backlash. How much better received would it have been if powers were written out like traditional spells?
-------------Healing Word
Conjuration
Level: Cleric 1
Tags: Divine, Healing
Casting Time: 1 minor action
Range: 25ft
Target: You or one ally
Duration: Instant
Saving Throw: None
Spell Resistance: None
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. The subject can spend ahealing surge"point of Stamina" to regain hit points; when doing so, they regain an additional 1d6 hit points. This ability can only be used once per round. Once you've used it a second time, you cannot use it again forone encounterfive minutes.
At Cleric level 6, 11, 16, 21, and 26, increase this bonus healing by 1d6, to a maximum of 6d6 at level 26. In addition, beginning at Cleric level 16, you can use this ability three timesper encounterbefore needing to rest.
All of which is an excessively long-winded way of saying: I completely agree. If the brain squirrels ever compel me to write a true fantasy heartbreaker, 4e is a much better starting point than 3e or 5e. Heck, my d20 Exalted hack wound up looking more like 4e than either of its component systems (Exalted 3e and Mutants and Masterminds).