Bucket o' game mechanics, plus some default fluff.
The notion of "I want to play an Archer, but don't want to be a Ranger" is bizarre to me. It's trivial to build a 4E Ranger with no magical abilities, and trivial to refluff any of the woodsy stuff. The set of Ranger mechanics make sense for Archers. The Fighter's mechanics simply don't.
I don't think of Classes as being real, distinct, "in-world" entities. It's just one of many tools provided by the game designers to represent whatever character you want to build.
I have a conceptual problem with "if you want to play an archer, play a ranger."
And that's this. What does the fighter do when he's fighting a dragon that just won't land? Plink at it ineffectively with a crossbow? Sit on his hands? Pick his nose? Similarly, if the caravan he's guarding gets ambushed by bandits, is the fighter supposed to just dick around and let himself get shot at until they close to melee combat? Is he supposed to run into the woods where he's no longer guarding the caravan? It's nonsensical.
So, it's not about whether rangers should be better archers than fighters. It's about whether a fighter should be able to put down his sword and fight effectively with a bow in those situations where a bow is called for.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.