EternalDungeonMaster
Explorer
Very much this. Over a 7-year-long 4e campaign I never cared specifically what a character could do like I have to with 5e. At any given level, a PC's powers were horizontally broad, which makes for a fun time running a character, but rarely vertically broad, which would make for OP PCs.One thing I liked about DMing 4E was that I basically didn't need to know what the players exact powers or spells were. I mean, you pick up some stuff over time, but most of the time you can just let yourself and your NPCs get surprised, while you use the NPC uglier tricks to surprise them. There is rarely a power that nullifies an encounter, but there is almost always a power that let the players swing things their way, maybe turning the environment or tactical positioning to favor them for a bit.
That sort of sums of 4e nicely: PCs had a wide variety of interesting and meaningful things they could do, but rarely could break things.
There were, of course, exceptions. For example, when Divine Power came out there were some busted combos that did significant healing without consuming healing surges. But for the most part, our group found the character options to be engaging and not game breaking.
Other groups may have had different experiences, I'm only speaking anecdotally from my time as a 4e DM.