Nooo! This is the kind of reasonable post that got me to invest so much time and energy in 4e! Thankfully I am definitely older and hopefully wiser, at least in this very particular area, or maybe it's just that I have given my S.O permission to slap me if I ever try 4e again. I will try not to dispute everything I disagree with now, but just a couple;
.... Still, it is VERY true that they are nothing alike in their details. I think 4e designers looked at WoW and other online games and then went back and had that information in their minds when they came up with goals and processes for the design of 4e, but they didn't carry over any of the particulars. As others have said, 4e's roles are NOTHING like their WoW equivalents, but 4e clarifies how classes and parties work by leveraging the role concept into an explicit framework.
To me this is kind of like how someone can correctly argue "This cat is
nothing like that one, it's a different breed and colour entirely." when in the context of the larger cat family they are nearly identical, let alone among mammals or animals in general.
For example; 4e classes having discrete powers on AEDU, everybody getting new powers on leveling up. From a game design point of view you can draw a lot of parallels to WOW (and other games including non-D&D ttrpgs).
In contrast, you can look at other editions; Vancian casting, very asymmetric classes, different recharge rates, different abilities gained on lvl up, etc. There are simply few parallels to draw with a game like WOW.
This is, frankly, the main reason to like 4e. Whenever it does something, the design is intentionally organized around "what will play well?".
That's a very good reason, however I'm sorry to say that my conclusion after much effort is that certainly for myself the answer to that question is unfortunately "no". I have coalesced a lot of reason for why that is IMO, probably not too productive to bring them all up here. However after watching and listening to a fair bit of 4e LP (including Critical Hit, a podcast I referenced that love 4e and still play it like 10 years later) I can't help but come to the conclusion that it doesn't always work that well for people who still love it. If anyone had some recorded examples of fun 4e where they stick to the rules I would be interested in looking at it. This group, despite much effort, still has troubles remembering powers/feats/abilities/temporary bonuses, niche rules, etc. and they encounter/skill challenge guidelines still fail to provide the expected outcomes routinely.
Think about teleportation. In previous editions this ability is practically game-breaking at higher levels. ...
At this point I feel like 4e eliminated many of the strategic uses for magic by putting a lot of arbitrary stipulations on things "essentially not-in-combat" for example, but then by higher level many of these things could become "problematic" again. The podcast I mentioned is currently at epic tier and scrying/sending and such is very much in the "problematic" area if it weren't for a good GM and players. I have been more impressed by the 5e approach in general ie; Knock lets you pick a lock, but at a cost and with a complication. Or the way resurrection magic uses diamonds so I can easily vary their availability in-fiction to achieve the desired level. It could be better, I still don't like divination magic in general, but I thing they were on the right track.
But far beyond that, the very processes of the game are friendly to telling a story. Skill Challenges allow measured progress that lets the players know objectively what the value of a given tactic is, whereas in a game like 5e who knows? You make a skill check in 5e, how much progress did that represent towards your goal? As much as the DM felt like it being. So how can you know if it was worth the cost? You cannot. In 4e I'm in a Complexity 1 SC, that success is 25% of me achieving my goal.
Skill Challenges are one of the things I was very excited for but at this point I actively dislike. There are many different ways of running them, and the math was all over the place, but I have just been disappointed with them so many times. Now, I must say that in the podcast I keep mentioning there were some very memorable skill challenges. However, they don't run them strictly by the book and almost all of those are due to the party failing, often epically, (which seems to have gotten progressively less fun for everyone each time it happens) or players trying to shoehorn hilarious things into skills that don't belong or "abusing" narrative power.
This sounds really negative, I know, but I have thought about it quite a bit, and that's the one thing I can thank 4e for. It really made me consider what I do and don't like in games, specifically ttrpgs.