I partly agree with the OP, but less from a standpoint of losing control as a DM. I'm just not that keen on the reliability of powers (or specific tactics) in nearly any/all circumstances without consideration for the nature of the target. A creature's offensive or powers may be interesting in themselves as it acts, but, with respect to what my PC is doing to it, I may as well be hitting a generic target with X defense and Y hit points. It's like considering only a subset of possible factors that could reasonably affect a fight.
If the players can trip nearly anything, including oozes, carnivorous trees, and snakes or terrify undead creatures, the game's rules may work consistently, but I don't find that very valuable in presenting a consistent setting that has much verisimilitude. Instead of developing sets of tactics and powers against different kinds of opponents, my effort as a player is better spent in picking a few powers with a lot of synergy. I'm building to generate spikes in effectiveness rather than broad competence because that's the incentive the game provides. The challenge in the game is less "What's our best strategy in this case?" and more "How can I implement my standard strategy in this case?"
4e may have been designed to give players an option to do things other than standing and swinging or being a trip monkey with a spiked chain, but I don't think it has gotten away from the one-strategy pony school of character design. Not with the behavior of powers, anyway.