I agree completely with Pawsplay that those were major changes to the flavor of the game -- and I agree with Redbadge's original point that those were just flavor changes:
I can't say I fully share (or understand) this list of core 4E "innovations":
I think the 4E designers made a valiant effort to study the game as a game and to understand the trade-offs players actually make while playing. Where they failed to meet my needs is in translating those gamist insights into plausible simulationist mechanics that wouldn't break my suspension of disbelief and immersion.
So, a designer could take the innovation of giving fighters non-magical powers and implement it quite differently to create something more to my taste than either 3E or 4E.
One of the biggest clashes between my taste and 4E's philosophy is the way it conflates player choices and character choices, so the character seemingly knows he can perform certain feats exactly once per encounter or day and makes certain choices to maximize abstract hit-point "damage" that isn't damage against enemies while "healing" allies who aren't hurt, etc., in surprisingly concrete ways that don't match the abstraction of the hit-point scale.
I think the innovation of explicitly using hit points for something other than actual damage was a fine idea, but it would have worked better if they'd truly divorced it from physical damage and avoided terms like "healing surge", etc.
If I gave the impression that I though all of those things on my list were innovations to 4th edition, I did not mean to. I think those things are core to the system, and I listed them to show others what I think is important to 4e (in other words, without each of these elements, I think that the system begins to lose a lot of its identity). Thus, if someone came along and said, "I think that dragonborn were a salvageable innovation from 4e," I could point out that, for me, dragonborn are not core to 4e and are not an innovation for
the system (besides, they were "innovated" in 3.5 in Races of the Dragon). However, if someone says that minor actions are a salvageable innovation, I would agree because minor actions are part of the core action economy.
Also, with regards to gamist design into plausible simulation, I refer you to my earlier post wrt flavor->mechanics->design. I largely agree. For example, nowhere will you find me praising Healing Surges as an innovation. They are not an important part of the 4e core system for me. I find something slightly off with them, though it is tough to put my finger on it. Although I use them, and do not hate them, I don't love them.
To the people saying that 4e characters can't be taken out with one hit at 1st level, I would like to mention the silt runners (kobold variants from 4e Dark Sun), and similar creatures that can deal between 25 and 40 damage in one hit (at-will, sometimes). In my own encounters, every encounter at every level certainly has the possibility of taking out any character, if not in one hit, certainly in one round.
Finally, I'd like to comment on the aspects of HP in my games. HP represent endurance, health, morale, stamina, luck, fatigue, stress, and more in my games. When characters have become bloodied, they likely have taken their first actual injury of the encounter, and usually only a scratch. When they finally fall below 0 hp, they have taken their first truly damaging hit. This explanation compliments the 4e regeneration rules nicely I think (regeneration only functions for bloodied creatures). When a martial healer "heals" an ally, I think of it as a morale boost, providing a boost in courage and adrenaline through words and example alone.
Perhaps as an even greater nod to simulation, future versions of this rule, should they still exist, is to have martial "healing" only work on non-bloodied creatures, while magical healing only works on bloodied creatures (though perhaps magical healing should still work all the time, because it can relieve stress and fatigue from non-bloodied creatures, thereby restoring HP).