And 4th Edition shows that in at least one board game, there is shared fiction that affects the framing of challenges and the resolution of action declarations.
Presumably it also shows that the world contains square circles and feline canines too!
Or maybe it's not a board game.
If you're talking about the role of the grid in resolving 4e combat, can I point you to DragonQuest. It is also an RPG that comes with a built-in battle map (hexes, not squares) and tokens, too. I've never heard it described as a board game because of this. The idea that an RPG might use tokens and grid to resolve melee combat is hardly something novel to 4e.
The four 4e roles don't change, though. The powers are all written for 4th Edition and it's incompatible with other editions.
Both these claims are strange to me.
The 4e roles do change - this has been discussed at length, with worked examples, upthread.
In the PHB, all the serious ranged AoE attacks are given to a
controller - the wizard.
In the PHB2, all the serious ranged AoE attacks are given to a
striker - the sorcerer.
In the PHB, the two defenders inflict mark "punishment" by way of extra damage.
In the FRPG, the shielding swordmage - a
defender - inflicts mark "punishment" by way of damage mitigation - which when compared to the PHB classes, is closer to the sort of thing that a cleric or warlord would do. They are both labelled
leader.
As to 4e being incompatible with other editions: that is true of every edition (except perhaps the two versions of AD&D, depending on your degree of purism). You certainly can't use AD&D creatures in 3E (their AC and hit points will be off, just for starters). And in another thread you have noted that 5e is not compatible with AD&D.
But converting from other editions to 4e is not hard at all. In the course of my 4e game I have used Night's Dark Terror (a B/X module), Speaker in Dreams (a 3E module) as well as various 4e modules and stuff of my own design.
The cleric and the rogue were both great at combat in every edition.
In AD&D (1st ed, and especially played with UA) the cleric becomes notably weaker than the fighter in melee as levels are gained: weaker to hit, no multiple attacks, and no specialisation bonuses.
The difficulties of playing a thief in AD&D combat are well-known: the fragility is extreme (mediocre AC, poor hp), the to-hit table is not strong even allowing for low XP requirements, and backstab can often be hard to set up. In my personal experience thieves work much better in an all-thief game where there special skills can be more effectively (and collectively) brought to bear.