I like the change, both from a DM and a player standpoint.
One, as a DM, I do not have to be so scared of throwing fun/heroic/outside the box things at my players. Also, I don't have to sit through all their "OMG, I have to inspect this" crap. As it was said earlier in this thread, PC's are crazy paranoid.
As a player, this change makes a lot of sense to me. It seems to me that characters are more likely to do heroic things because the rules are simpler. Also, the things that traps do in 4e make a lot more sense to me than the 3e ones (yes, I am 18, and I did grow up playing Pokemon, Golden Sun, Final Fantasy, and Fire Emblem). I am intrigued that 4th level characters can make the jumps (literal and otherwise) they mentioned in the article, but honestly, if you take a heroic class (and you are not just some bumpkin pigfarmer), then this is how it should be (no offense to IRL pigfarmers, I really like the bacon you make for me.)
Also, just because someone can survive does not mean they come out unscathed. I am sure that if the characters had failed the Dungeneering check to jump the chasm (interesting....), they would have taken damage equivalent to "breaking some bones," or if the characters had been any less tacticle in taking on the 11th level solo creature, one or all of them might have died.
Again, I really like this change. My friend, who is the tutor of the newbie players, always talks about how one always has to be super careful, or else their character will get screwed over. In my opinion, this is metagaming, and not in an OK way. If a character is a paranoid crazy, well then alright, but if your character is brave, tactile, a coward, stupid-brave, or spends all day in ladida-land, then you should be able to play your character like that. Penalties are ok, things like damage or an interesting circumstance, but characters should not get screwed over just for not thinking that the brick wall is sure to be trapped.