And, in the footnote, you hit an important point. You should not relegate it to minor consideration.
I don't. To be clear, I stated in my first post on this thread that Alignment (from my observations)
does serve a purpose, but its not the purpose that most of its proponents would wish (judging from their posts). I was just responding to your stated befuddlement as to why D&D Alignment doesn't operate with the same sort of adult discussion that Fate aspects do. I think that, taken together, all the reasons I cited make the environment very different between Fate and D&D.
I think antagonism is not an aspect of rules, but of players.
Now, the original authors of D&D expressed some desire for antagonism in the explanatory text that accompanied rules. I also think that was decades ago, and the stuff from 3rd edition on has been markedly cleaner in that regard. Do you want to argue that the real problem is that players are incapable of shedding their old habits, and therefore we must get rid of systems that engage those old tendencies? If so, I repeat that there's only so much we can do to save people from themselves, and I'm not going to support ditching a subsystem due to some folks havign bad habits.
Having dropped the antagonistic language, do you feel that it has been replaced with cooperative language similar to what you see in Fate? I don't (although I don't have the oft-touted 4e DMG2, so..). Also, as the Simulation vs Game thread (for one) makes clear, the gamist/antagonistic section of this peanut gallery is alive and well. Does that mean that they are incapable of shedding their old habits? I can't say, because they haven't been asked to do so.
As far as ditching a subsystem...I'm not one to stand on tradition. I take the length of this thread (and I can't guess how many other arguments online and off) as strong evidence that the alignment system is at least questionable, if not profoundly flawed. To my way of thinking, the incapability of the audience to shed their old habits is why we still have the mechanic to debate rather than ditching it years ago. I don't see a point in keeping an old broken down subsystem due to some folks having bad habits.
Yes, but that's not the rules, but presentation of the rules, that is the issue. Change the explanatory text, and the issue largely dissolves.
It might (and I am by no means convinced of that). However, I don't think that the rest of D&D's mechanics provide the necessary negotiation platform. That is, there is no alignment analog for the Fate point earned through a compel. The DM doesn't have any carrots, only a big stick. Even for lesser uses of alignment (spells, etc.) there really isn't anything to negotiate
with, no currency, nothing to trade. Also, I suspect that you would hear (online anyway) a great hew and cry from many about how "Forgie", "Hippy-Dippy", or "weaksauce" D&D has gotten...and that its all Mike Mearls' fault for ruining D&D. We have already heard such objections to the relatively timid motivation mechanics posited a few weeks ago.
Heh. You say this to a guy who plays a character with the aspect "Karmic Enforcer". Aspects can have some very charged words in them
I would, and happily....preferably while holding up a Fate point

. I would do so, because of my "stakes are smaller" point. Since the stakes are smaller (and the rest of Fate's mechanics), the negotiation and even evolution of what
Karmic Enforcer means at any given moment can happen
as a part of play, rather than an interruption to it.