You could do this with every edition ever printed. 3E did go a little too far in trying to define everything that you could possibly do with a rule and that wasn't a good thing. 4E is attempting to go back to the days of "let the DM decide" on one hand and smacking you with the mega-thick " heres a zillion pages of exactly what you can and cannot do" on the other.
It's not that defining what you could do was bad. That was my favorite part of 3e. It's that in the process of trying to create rules for everything, they complicated things dramatically.
In 2e, I used to get annoyed because if someone attempted any number of things in combat, I'd have no idea how to resolve them. I'd have to make up rules on the fly for disarming, grappling, tripping, and any other number of things. One one hand, it was good because it let me do whatever I wanted and to get the rules to exactly what I wanted. On the other hand, it slowed down the game a lot as my players and I had arguments over whether the rules I came up with were realistic enough or if they gave an unfair advantage to one class or another.
In 3e, I was glad they added rules for all of these. But the problem was that the rules weren't balanced. There were some tactics that were clearly better than others. Some feats were clearly better than others and some classes and PrC that were clearly better than others. And when you combined options together using the multiclassing rules, not only was the game complicated and difficult to understand but the gap between individual PC power at a table increased a lot.
It's the same problem I discovered while I used to play and run Rifts all the time, with the freedom to choose 200 different races and classes and skills and spells, you inevitably have options that are dramatically more powerful than others. Which makes it hard to DM and write adventures for.
Also, because EVERYTHING is spelled out, there's very little room for making the game my own. I can't decide that this wall of force cannot be destroyed by disintegrate, because there is no such spell and my players call shenanigans on me when I make stuff up as pure plot devices. There is an implied philosophy that says that the reason the rules exist as they do in 3e is to be balanced and that making up new stuff as a plot device is bad form.
4e attempts to take what I like about 3e: codified rules for most things, but removed the interaction of rules that caused the most problems. Most of the complicated and headache inducing parts of 3e was when someone combined feats, classes, races, PrC and spells together in such a way as to stack 5 different things together. That's also when the rules became the most broken. 4e removes these cases simply by not allowing full multiclassing. It also removes some interactions of rules that had problems, like what happens when you use a certain ability to gain more attacks per round but use them all as grapple attempts or trips instead of normal attacks? It does this by making things exclusive: Either you using a power that lets you trip people or you are using a power to get more attacks, not both.
Meanwhile, since its rules revolve mostly around combat, it opens up non-combat scenarios to be controlled more by the DM. Rituals can do anything I want them to instead of needing to fit into the vancian system.
If we embrace the DM freedom why did we pay all that money for these huge rulebooks?
Because they have rules in them. See, you can have DM freedom in one area: Say coming up with an adventure, the plot, the actions of the bad guys, how the wards on the castle works, etc. While still having rules for combat that are detailed and precise.
Does anyone here who supports the 4E "power back to the DM" design concept remember all the "mother may I" arguments that flew back and forth during 3E rules discussions?
Yes, since i was the one making most of them. I dislike playing mother may I with combat rounds. It sucks to say "Can I grapple him? How does it work? Is it even possible numerically? Are you going to tell me how it works before I try it or wait until after to tell me it was impossible and I was an idiot for attempting it?"
On the other hand, I don't have a problem with trying to figure out that we need 4 keys to pass through the shimmering walls that block the corridor that appear to be indestructible or that the BBEG cannot be scryed on because he has a magic item that prevents all scrying. That's the plot of an adventure and fully up to the DM. Sometimes it needs plot devices that aren't in the books to work correctly.
I found that having codified rules for out of combat stuff just made it all formulaic. No need to find the keys to get past the wall of forces, we know that a couple of disintegrates work just fine. No need to search for the BBEG, we know that there is almost no way to stop us from scrying on him, we can come up with a plan that there is no counter to in the rules.