And just who has an issue with this the other players or the DM? If it is the other players well since they have to be willing to be teleported they can simply refuse. If the DM is the one with the issue he can accept that it can happen and plan for he can take it out of his game. But the dM needs to accept that players will find ways around carefully crafted encounters.
But that's the thing. The player's won't find ways around my carefully crafted encounters if I don't let them. There is nothing left in 4e that allows a party to completely break anything I have planned.
Whereas the entire time I ran high level 3.5e it felt like a constant metagaming arms war. If I want them to have to talk to the bridgekeeper and convince him to let him pass...I needed:
The bridgekeeper to know magic enough to be able to ward the area against teleportation, flying, charm spells, the ability to shape the earth into a new bridge, the ability to create a bridge of force, and probably a number of other things I'm not even thinking of right now.
Why does the bridgekeeper know all these spells? Also, how did you either make them all permanent or make sure they were all active when the PCs show up? How can he cast that many spells in a day? Or do I just metagame and create a brand new spell called "Ward against players" that is a protection spell against all of them at the same time? If I make him a wizard in addition to whatever race and abilities I've already given him, it means that he now has more hitpoints, better saves, and a better CR, so if they PCs fight him, they'll lose. Maybe I wanted them to be able to win in a fight. Well, then he can't have any other abilities other than being a Wizard. And therefore, all the enemies end up being Wizards or friends with Wizards.
On the other hand, that exact same situation in 4e means I have to plan for...nothing. The PCs have no way across unless the bridgekeeper lets him(as long as the gap is wider than 50 feet). It's really nice to feel in control of a campaign.
Also, if you remove the Wizard and Cleric out of the party in 3.5e....then you don't really have to worry about them finding a way over either. It's the casters that are the problem.
And this scenario comes up with almost every hazard you use to try to hinder the party.
The first time a party realizes that if they have a basic description of the BBEG, they can scrye on him, find his location and teleport directly to him past any defenses he has set up and take him out directly. Then teleport out again is the first time you want to strangle someone and ban half the spells in the game to make it easier to run.