What I see happening is that the further D&D gets away from its tactical wargaming roots, the further it gets from being D&D.
The "resource management" game is important to D&D, it is part of its core identity. The more resources you give the player characters in the rules, the further it gets from its roots.
3e was not that radical a departure from 2e or from 1e, except that it presumed, and indeed relied on, the player characters having a certain level of magic items, which increased (geometrically?) with level. Further, a lot of the 3.5 splatbooks added rules which turned the game into a superheroic variant. As in "I'm invulnerable!" or "I can shoot lasers from my eyes!" or "I can deflect unerring Magic Missiles with my little finger!"
I did like playing 3.5, but... The way hit points and damge have been padded gives it a considerably different feel from 1st or 2nd. The numbers are larger, but they mean less; a high level fighter can still take down a Storm Giant in a round, something that required a few rounds in 1e.
Now it seems that 4e is going further in the wuxia/superheroic direction.
It's like Saga Edition... it's still a d20 variant, but it's not the same game. I anticipate, when all is said and done, that I could not really call 4e "D&D" anymore.
But we'll see.