Besides Page 42, skill challenges, and rituals / martial practices, 4e characters also got a lot of mileage out of just the basic skill system. Every skill had lots of player-empowering options, and each included multiple examples of creative ways to improvise using your skills.
A character trained in Arcana, for example, didn't just get the ability to recall knowledge about certain types of monsters or magic as in 5e. They also could detect magic, identify magical phenomena, apply quasi-metamagic effects to manipulate the sight or sound of their spells, and manipulate magical energies in the environment (like interfering with the glowing runes channeling an ongoing ritual summoning a devil or activating latent magical energies to open a door in the ruins of an eladrin kingdom). This was all part of the basic Arcana skill; no need for separate spells like detect magic or identify.
So, looking just to a character's powers to decide that the game is locked-down and combat-oriented is deceiving because powers were primarily designed for use in combat (though of course utility powers and skill powers could also be used out-of-combat, and characters could always use powers out-of-combat if they made sense, e.g., in a skill challenge). But the core skill system alone really opens up the possibilities for 4e characters to do lots of things that would have required express permission in the form of a spell or class feature in other editions of D&D.