Raith5
Adventurer
It's clever but not creative.
It's the difference between colouring in the lines and making your own design. It's taking the Lego set and building what was on the box.
When you're making clever tactical choices and designing a solid build it's mathematically clever yes, but you're still playing the game solely within the confines of the rules. You're playing the game how it was meant to played. You can be tactically clever in a board game. And a miniature combat game. And a chess game. And yes, all of those examples are fun and good and shiny. But they're not creative.
D&D used to be more creative. Because there were giant gaps. You couldn't help but be creative because there was so little else. It was a Lego set in a blank box.
The rules are a crutch. They impose themselves in place of the creativity, taking up room that used to be occupied by nothing, leaving less room from the DM. It's one of those modern Lego sets that is 75% unique pieces and can really only build the one thing.
And to be frank, that IS a good thing. Because it makes it possible to have fun when you aren't feeling creative. It makes the game inherently fun rather than something you can use to basis for fun.
But it's not universally fun. Which is the catch.
The lego analogy is good one that I can relate to! Your distinction between being clever and creative is an interesting one that gives a clear sense where you are coming from and of the key divide between early and more recent editions. And I guess everyone who played early editions of D&D engaged in creative play (because there were quite a few gaps in the rules) and has some sense of nostalgia for that type of gaming.
But I think this type of creativity is highly dependent upon the DM's judgement and whim. D&D is not like you are playing with lego blocks by yourself. Furthermore, I dont think that playing within the confines of the rules negates creativity. The creativity can still be expressed in the way skills and powers are chosen and used. Just like in early editions of D&D that that spell casters had a lot of space to be creative, I like the cinematic vision of 4e (and 3e to certain extent) because I prefer a pile of well thought out and interesting options for all classes. Being cool is just as important as being creative or clever !

I guess I want some mid point between these two poles. I want something between 100% creative play or 100% clever play. I do think 4e could have pushed more towards creative play, but I think it hit a reasonably good point to me.