And when it comes to elements, I have a much easier time in 4e of playing a big burly fighter who barges people with his shield and forces them backwards because the mechanical support is there to play this way. Other than Wind Blast, I have problems with 3e wizards using forceful spells - because the force produced doesn't actually mechanically move anything. 4e Wizards produce explosions that throw people into walls or off cliffs.
In 3e a weapon attack just does damage most of the time. In 4e, an attack is often accompanied by movement as part of the attack. I find the movement included much more inspiring for both visualisation and roleplay. (And a far better simulation even than standing there and trading blows.)
Point being, that 3.5 or its implements
can support the things you said. Explosive Spell metamagic feat was not core, but spread around people hit by a fireball. Bullrush push people. Shield feats in pathfinder make S&B awesome AND make you fighter push and smash people.
Simply put, 3.5/Pathfinder design seem to put , maybe slightly, more emphasis on the way this happens in the gameworld. I Push people with my shield because I perform an action similar to spartans in phalanx, say.
Of course you can roleplay powers in 4th, but sometimes happpens that powers seems first conceived mechanically, then "fluffed". This, for someone, is a problem. And let me say that this could be a problem bigger for newcomers, because, IMO, "regain" immersion with a good RP of a power is more a thing of a seasoned player. I'm not sure this strictly gamist approach is so good to make or keep new players interested.
Another thing: 4th edition simply refutes to support mechanics slightly out of push, damage or some utility. This is great or lame, basing on your gamestyle. Let me make an example.
In 3.5 and Pathfinder, Efreet can gran Wish to mortals. I see that many people see this as a great risk of gamebreaking. In fact, they see it as a potential abuse of the spell planar binding. What happened in 4th edition? At least in MMI (don't know others) Efreet are apparently far more cool in combat, with all their flames and whirling, flying scimitars. But designers removed the wish feature, because things like that are unthinkable in 4th edition.
Of course, the monster is very balanced, but, instatnly, any root with legends an arabian nights, any possible RP implication about desperate heroes, crazy summoners and twisted wishes is gone.
Moreover, in 3.5/PF, if you advance the efreet with fighter, sorcerer, eldricht knight levels, you come up with a far more cool monster (IMO, this is debatable because of monster creation guidelines).
If you want another example, just take a look to 4th edition Phane, and D&D 3.5 Phane. This one is not a case of mechanics divorced from game reality, or of "nerf" due to balance: is a case of a monsters that really seems to play with time in 3.5, and now.. well..
Of course, 4th edition phane is far more easy to use in play - but, for some people (like me) is completely unappealing. Again, I'm not even sure 4th edition could support one modeled more on the 3.5 version, because it would need some awful, broken, clumsy, AWESOMENESS.