Many of the criticisms of 4e are not directed at the tactical combat aspect. They tend to focus around: lack of simulation (disassociative mechanics), length of combat (grind), table norms such as "wish lists"
I use the treasure parcel rules in conjunction with the Adventurer's Vault rules for levelling up items (this is a halfway house between traditional D&D items and inherent bonuses).I can't stand this whole passive wish-list thing where the players are trained to expect to follow the linear adventure and collect the wish-list treasure drops.
About half of the items in my game are wishlist-based; the others are come up with by me, generally to fit the build/inclinations of a PC whose player hasn't bothered to lodge a wishlist.
I don't find any connection between wishlists, treasure parcels and "linear adventures". And only a minority of treasure in my game comes from "treasure drops". More of it is gifts, from NPCs and/or the gods.