I believe most of the anti-Modron lobbyists are no longer with WotC, so there may yet be hope.
As for the Great Wheel / 4E Cosmology, despite being a big fan of Planescape, I freely admit that the Great Wheel has flaws and that there are some cool things that can be scavenged from the 4E Cosmology.
However, one thing I really disliked was the concept that all planes must be adventure-friendly. No, they bloody well shouldn't be, some of them should be the most soul-sucking life-draining hope-crushing breath-stealing places EVAR. And that's precisely their charm. Not every place exists solely to be adventured in.
The 4e cosmology didn't do much for me, but I probably would have been less hard on it if it didn't come off as pastiche of the Great Wheel too often. It would have been perfectly fine as the cosmology for a specific setting, but trying to junk the Great Wheel and use the 4e planes as a replacement -retroactively in all the campaign worlds for 4e even- it felt hamhandedly imposed and didn't feel like what I was used to the D&D cosmos being.
Like Sammael said, it felt too centered on the PCs and PC ability to "adventure!" in the planes - all of them, like they were all big extraplanar dungeons waiting to be delved, their inhabitants slain, and their treasure taken. I never got the overwhelming sense of mystery, beauty, and terror that I got from the Great Wheel with its sense of a vast, infinite cosmos where the PCs were tiny by comparison. And from that perspective in the Great Wheel, to be very existential about it, if you looked at that as being free to make your way in the cosmos, it made any great PC success in those vast, alien landscapes even more incredible.
The planes existed before the mortal world, and while mortal belief can shape some of them, they aren't tailor made for PC travelling, segmented into neat tiers like carnival rides with a plastic glabrezu holding up its hand saying that adventurers must be this level to adventure in this layer of the Abyss which will have encounters tailor made to fit their level. The planes are dangerous for the unwary, but yet you can go there with the right tools or knowledge at very low level, but you had better be prepared for it not being pleasant, or normal, or designed around shallow mortal perceptions.
That said, I'm not averse to cherry picking some 4e people and places for inclusion into the Great Wheel, including a number of things that Rob Schwalb and Brian James did in a few places.
But I want my Blood War, yugoloths, guardinals, factions and all that other GW awesomeness back.