Well, yes. And that's why I prefer my Monster Manuals to have stats I need, not stats that players need.
I'm not sure what you mean by this, but if you mean 'no overlap between the rules for monsters and players' then I can't agree. Having monsters leverage PC rules is far and a way the most efficient way to create monsters. Otherwise, if you want to have, "Monster can alter the weather", you need a block for that unique to the monster instead of common to all 'weather changing' monsters. You don't have to leverage common rules when creating a monster, but its very handy to be able to do so (especially when it comes to having a lot of content relative to page count).
It should come as little surprise that I loathed the massive space filling info dump of 4e stat blocks. My eyes just slide right off of it. It was the first edition of the monster manual that bored me. Worse, it looked like the entire stat block MATTERED. I've tried my hand at both 4e and 3e stat block creation, and 4e seems just as hard to get right as any prior edition, and no easier to tweak. Smithing out custom monsters as a test of the system when it first came out (I started converting Keep on the Borderlands), I found it as tedious as anything prior and I felt much more strongly compelled to adhere to the MM than I had for prior editions.
Again, that speaks to the necessity of having a well-written, playtested Monster Manual. Ideally, they would have guidelines telling me how they gauged the challenge level of the monster, as well as what tweaking the monsters will do to affect their overall challenge level. That's what I mean by providing me simplified rules in the first place!
On this I very much agree. Every edition of the game could have used better discussion of this, better editing, and better refinement. For example, every criticism we've here leveled applies to 1e in spades. And for 3e, the guidelines don't really work to begin with and I've massively departed from the guidelines in some critical ways that just aren't really covered, and so had to make up my own guidelines.
I'll just observe that I experienced a much smaller delta of monster effectiveness in 4e than I have in 3.X/PF and leave it at that.
I'm not hugely conversant with 4e, but when I was evaluating it when it first came out this wasn't my impression. Some monsters of a given level were pushovers. Others looked like they threatened TPK's if used injudiciously.
I'm fine with smaller stat blocks. But if part of the stat block is "casts like a 12th level wizard", than I'm not OK with that. I don't want to use the PHB to run a monster out of the MM (other than the combat section).
I'm fine with part of the stat block being, "Casts spells like a 12th level wizard", provided there is a nice little edition that says something like, "Typically known and selected spells: Detect Magic, Magic Missile..." That way I can run it from a stat block if I have to, and can customize if I want to.