My players were happy when reading the 4e PHB to see that a wizards reliance on a spellbook was drastically lessened/removed. No longer did they have to worry about it being stolen.
My players were super pumped when reading the 4e PHB that their clerics and paladins no longer needed pesky alignment and they could now act however they like and retain their powers.
Just like my players were pumped to see that they could use so many different stats to fill their prime requisites, they could pick the combat powers and combat role they wanted to fill and then role play anything they wanted!!!
But... an odd thing happened over the year and a half of our campaign. They werent roleplaying at all. They complained that their classes felt bland, generic, that they really didn't see any difference at all between the classes except for combat powers (which were themselves quite similar). They felt the system and the classes over focussed on combat sooo much that the game was just getting boring, it felt like we were playing D&D minis much more then we were playing D&D, despit my attempts to insert role playing into the story, they looked at their classes and didnt see a single prompt as to how they should roleplay.
I have no problem with Druid simpletons. But, I do have a problem with classes that are so generic and flexible that they become flavorless collections of combat powers that give no prompts whatsoever to how the player might act.
I'm not arguing for extreme class restrictions typical of early D&D, (e.g. only humans can be paladins or that the Druid must defeat the Hierophant Druid to level past 11), but what is wrong with Rogues being sooo good at talking to people, pickin locks, finding out secrets, that it is hard for other classes to match them in this area? Whats the problem with him being so good in this area, that he might be a tad bit worse at combat for the exchange?