That certainly isn't how I use them. But then I use DMG advice rather than WoTC modules (and have been planning to write my own guidance for them). The published skill challenges as opposed to the skill challenge rules make me feel like I'm visiting a zoo; those animals belong out in the wild. What's written down in them is too nailed down for what is essentially an excellent improvised tool that fits in the gap between skill/ability check and session-consuming (or longer) quest.
Which comes back to one of my points regarding new players without veteran assistance. Which is more likely for a game of rookies, to learn and follow the general guidelines of the DMG or the specific example in the official DnD premade adventure?
My point has never been that veterans of previous editions can't roleplay 4E as normal. It's that the game as written (includes all releases) doesn't read that way. It reads more limited.
Granted, you guys have shown that it's not as bad as it first seems. But finding classic roleplaying in 4E rules is about like finding rules in the 1E DMG... you have to dig to find it. It's not presented as important.
But the structure of Wizard spells, that still screams combat, combat, combat.
Deep in the grey text I found a passage that said that all spells last 5 minutes unless otherwise noted. But they could last part of just one round or days depending on how long it took to end the encounter. That's very weird. Very far from previous editions' spells.
They just don't give a hint at how they could be used in adventuring. And to me that's a major issue, a major shift away from roleplaying an adventure towards just playing combat encounters.
All that said, the conversation is helping my appreciation of 4E. (I was considering abandoning it.)