Hey, the proof is in the pudding. I asked how you managed to keep your 3e combats mobile several pages back, and no one responded. I can give pretty clear examples of how characters spam the same maneuver time after time after time.
Now, if you don't find spamming attacks to be boring, I guess that's a bit different. But, that doesn't change the fact that you're spamming attacks.
But, hey, I'm willing to be proven wrong here. In a ten round combat against a big dinosaur, how many different actions would your 3e character take? Or, was my idea of 5 rounds of full attack, 3 rounds of move and attack and 2 rounds of something else pretty accurate?
What you say is true, and there's really no denying it. The question boils down to whether we find it boring or not. I'd say for roughly half the participants in this thread, the answer is no.
On the flip side of that, in 4E, it doesn't really matter what you're up against, you use the same routine of 4-6 moves over and over again. The fact that encounter powers are 'always' better than basic attacks and at will attacks means that you'll use them up every encounter, whether their effects are appropriate to the situation or not.
In your Dino example; How many different actions would you take? 3 encounters, maybe a daily or 2, and then as many at-wills as it took to wear down its HP. Ok, so that's more varied than 9 rounds of 'full attack'. But what happens in the next battle? The same thing; 3 encounters, maybe a daily or 2, and then as many at-wills as it takes to finish everything off.
This of course is worst at low levels where you don't even have 3 encounter powers to keep it interesting. Fighting a solo at level 2 basically goes "Encounter, Daily, At-Will, At-Will, At-Will, At-Will, At-Will, At-Will, At-Will, At-Will, At-Will, At-Will, At-Will, At-Will, At-Will, At-Will".
I really don't see that being any better than 9 rounds of 'full attack'. It also takes longer to resolve in real time.
3E:
DM - Ok, fighter, your turn.
Fighter - I full attack, doing a total of 32 damage.
DM - Ok, got it. Next!
Then the next player has a turn,...
DM - Ok, my turn. The dino bites you each for 15 damage.
4E:
DM - Ok, fighter, your turn.
Fighter - I move over to there *points* using my 'move through threatened area utility power', then I attack with my encounter power. It does 32 damage and knocks the target prone.
DM - Ok, got it. record's prone in notes or tips over the miniature.. Next!
Then the next player has a turn,...
DM - Ok, my turn. The dino stands up and bites you each for 15 damage.
Even with players who know the rules and characters really well, the combats take longer. They're just more wordy. If cinematic combat is what you want; that's great. If cinematic combat isn't one of the things that draws you to the game, it's kind of frustrating.
There's another factor which hasn't really mean mentioned up to now;
In 3E, there's a very limited selection of things for martial characters to do, which makes balancing those attacks easy.
In 4E, there's a very long list of powers which differs for every martial class. This makes balancing those attacks difficult.
In all editions there's a long list of spells, and we know those have balance issues across the board.
I freely admit that I'm a power-gamer. In 4E I spend ages comparing my available powers at each level and picking the one that seems best. Usually I can rule out 1/3 of the powers from each level because they're blatantly underpowered by comparison with the power I end up picking. In 3E I don't behave the same way, and I don't find the same balance issues. I can't honestly see a 'powers for all classes' system working and not having those same balance issues.