I think the problem was really more that the game ideally plays in a way which most people didn't seem to pick up on. My group never complained about or experienced any issues with monster hit points, etc. Very early in our campaign, which lasted from around late 2008 through to early 2013, I learned that 4e really is a serious action game. That is, you take the encounter building rules very seriously and you don't build static 'death match' fights. I don't think the advice in the DMG goes far enough here, but it definitely points out all the elements that I combined.
I mean, the thing is, when your characters are racing through the collapsing mine, while fighting with goblins and avoiding berserk mining golems, nobody needs to be concerned about hit points. The hit points will take care of themselves and provide their customary function, but you are unlikely to end up slugging it out with someone most of the time. The fighter polices the baddies, the rogue ganks a few threats, the wizard shuffles things around so the party can win, and the cleric patches people up and amps their firepower a bit. It works GREAT, but I agree that if you run KotS, bunches of monsters stuck in rooms where you have to duke it out in a static environment, then the game will feel like it drags. Just try the Kobold Hall, its still FAIRLY static, but given the purpose and nature of the adventure it uses low-end dynamic effects pretty well to keep things interesting.
I look at 4e as a system that handles things like Wire Fu and Castlevania, or Indiana Jones type action really well. It should be a really excellent basis for supers too.