After having read through a good bit of the replies, I've organized my thoughts a bit and thought I'd present them:
I think what bothers me about the 4E combat system "kludges" is not so much the use of a grid; I've been using gridded combat and minis since I got into D&D. Its the changes like reducing monster hit points by half, increasing character damage output, not using monsters above the character's level +2, using egg timers to limit character's turns and those sort of tricks to get combats down to a "reasonable length" that irk me. Overall, the RAW combat of 4E simply takes too long to resolve, grid or no grid. If I had to pull the same stunts in my 3.X game or Vampire game to get a combat under 30 minutes, I'd be highly annoyed.
The 4E combat system, overall, annoys me because it is built like a mini-game within the game. If the base combat rules ran more along the level of detail of a skill challenge (say, a 12 success skill challenge; at-wills, encounter and daily "powers" would be akin to different skills) with the option to add deeper detail to the game (perhaps in its own splatbook), I don't think it would bother me so much*. Running combats that are the length (and appearance) of other wargame tournament rounds (such as Mechwarrior: Dark Age or WH40K games I used to play in or a DDM game), simply does not appeal to me, or several of my gamers.
* In fact, I've made several stabs at trying to convert 4E's combat system into a skill challenge. I just haven't had the energy to sit down and slog through it; there's other games that do what I want without having to rewrite so much of the system.