4e on the other hand, IMO, seems like it's trying to straddle the line between traditional actor-stance rpg while sprinkling in semi-hidden dashes of author-stance switch up in some of it's mechanics and advice, while also making some of those same elements non-author stance in nature (the prime example being that some powers force one to take author-stance, while others seem to only require actor-stance)... I think for those who have enjoyed D&D's predominately player=actor-stance style, this creates dissonance and grates on their immersion and enjoyment of the game.
This doesn't fit with my own experience for two reasons.
First, for me D&D has not always been actor stance - hit points, in particular, have never been about actor stance. They are a luck/fate/divine providence mechanic, which (in my experience) players refer to all the time in making decisions for their PCs and for the party as a whole. And when the table is sitting around talking about the depth of their reservoirs of luck, in my view that is
not actor stance. It's a discussion about a metagame resource. (There are other elements of D&D that are similar - eg worrying about saving throw bonuses, or about XP that might be lost to level draining, but hit points are the one that stand out for me as almost ever-present in play.)
Second, the players in my 4e group have played almost exclusively D&D and/or Rolemaster. Some also played a bit of Top Secret back in the day. But they have no trouble getting into 4e, and those who like to get into character do so as much in 4e as in the other systems that I've played with them. As I've said in the past, Come and Get It may in some logical sense involve director stance, but when it's actually played at the table it can be done without leaving the PC perspective: "As they come towards me I gut them all!". And there is a reason for this - the player, to use the power, does not have to introduce any new, previously unspecified element into the share fiction. It's quite unlike the ability in (say) Burning Wheel to use a knowledge or perception check to introduce some new fact into the gameworld. It's much more like (for instance) a mage describing some action by his/her familiar, which has never interefered with immersion on the part of any mage player I've gamed with.
I'm not disputing that some people don't like Come and Get It, in part because of its effect on their immersion. My point is that this can't be attributed to any general phenomenon like "preference for first-person play" or "familiarity only with traditional RPGs".
I think the number of people who enjoy traditional player=actor stance rpg's is a greater number than those who want to exert narrative control or authorship
Again, I think you are mischaracterising the sorts of authorship demands that 4e makes on its players. Declaring as part of a power usage that a group of nearby NPCs move towards you is quite different as a play experience from (for instance) expending a Plot Token to declare that there really
is a pot plant on the balcony that you can drop on your pursuer's head.
I also believe that player=author-stance is easier for most casual gamers to grok.
My 4e group has only one player whom I introduced to RPGs (via Rolemaster). From the beginning he took it for granted that, as a player, he had a role to play in setting up backstory related to his PC (family, alliances, nemeses etc). It would never have occurred to him that his role in the game would be limited to generating a PC and then learning about the content of the shared fiction from the GM entirely via in-character experiences.