False.
With the actual examples of contemporary play I have seen.
Fair enough. But what makes you confident these examples
define contemporary play? Why are your bad experiences (and the bad experiences you've read about) somehow more representative than my good experiences (and the positive ones I've read about)?
It's like you're holding selection bias up as a virtue.
That you are an exception does not nullify the rule.
Well, I'd
like to think my group is the exception, that we can turn dross into gold, that we're
exceptionally smart, creative, and, hell, let's go all-in and say charming and handsome, too. It would certainly be ego-satisfying.
But it's more likely that we're not so special, that 4e play runs a wide gamut, much like play using the editions which preceded it, that plenty of other gamers run intelligent, creative, and challenging games with 4e.
I mean, there's a lot of evidence of good 4e play here in ENWorld, too. Unless you automatically discount it because it disproves the conclusion you're aiming for.
There have been, literally, hundreds of threads on this topic.
Pretending you have not personally participated in them does not make them go away.
I'm not pretending anything, Bryon. I know full well that I'm repeating myself, asking the same questions I've asked before, participating in the same debates, etc. So sue me

If you'd like to sit this round out, no worries.
I think it's always worth asking questions like "what kind of mechanical support for role-playing do you prefer/require?" and "what does role-playing mean to you?". Sure, the responses often run the gamut from the repetitive to the contentious (and repetitive!), but there's usually some real insight into our hobby to be found in such, ahem, classic and long-running debates.
This bears no connection to anything in my 4e game, or anything that I recall reading in DMG, DMG2 or DM's kit book.
Mine, either. Our 4e campaign is a fine blend of problem-solving and fictional world-exploring (and, umm, fantasy-themed absurdist satire and grid-based tactical wargaming).
Maybe we're just especially smart and creative people?
It does resemble some 2nd ed AD&D railroads I played through.
What Ariosto's description of 4e encounter design sounds like to me is the puzzle room design found in many of the classic AD&D modules. Set up a dungeon 'room', decide on the proper solution or solutions to overcome/bypass it, then list as many solutions that
won't work --usually magic spells/items-- to force the players into the designers 'approved' solution path.