Since it's built along the lines of DCs are variable, rules lawyers (in my experience thus far) seem to be ok with DCs not being exactly spelled out in some way. No mystical mind tricks involved.
There's no functional mechanical difference between 4e, where DCs are not exactly spelled out in some way, and a 3e game where the DM "wings it" with DCs that are not exactly spelled out in some way.
Except for the mystical part, wherein 4e gives you "permission" to wing it and now everybody is ok with that. Yay, 4e fixed it!
Since monsters are built just with the ability to do random things by the book, they seem to accept the fact that a monster is doing something, as opposed to their usual "X monster can't do that!" ingrained response.
Again nothing mystical.
That's entirely mystical. It is dependent on the players' acceptance of the variation, not the system.
Seriously what is your issue here? What difference does it make to you whether or not I feel 4e makes a better game night with my group?
I don't have an issue with you having fun. I have an issue with magical thinking. Your players' ability to lighten up and have fun with a new system has nothing to do with the system other than its newness.
Let's say that starting tomorrow, every game session I run, I am going to wear a red T-shirt that says, "My House, My Rules." Amazingly, my players lighten up, there are no more arguments, and everybody has fun.
Should I attribute the new and improved game to the players, to the system, or to the red T-shirt?
And if your answer is, "The red T-shirt!" how much are you willing to pay me for it?