JiffyPopTart
Bree-Yark
I've always said that 4e is one of the best tabletop tactical squad-based combat games I've ever played. And I still believe that to be true today. It's a fantastic game in that genre. The addition of a few fringe mechanics like skills was enough to turn it into a fully fledged RPG. However, it never felt like D&D while I was playing it, and we ran into problems running it as a TTRPG.
You couldn't have echoed my thoughts in a better manner. I still maintain that 4e is an AWESOME set of rules for a tactical combat wargame. The issue is that its pretty crap for a role-playing game. Doubly (or triply) so for a game that doesn't emphasize combat.
The thing about its feel (that you might not be able to put your finger on) is that all of the spells (which are now powers) have a very distinct codified description of what they do that allows 0 wiggle room for the GM to interpret. Once again good for a tactics boardgame, but bad for a roleplaying game.