Some people can see the video games/MMORPG influence in 4E, and some people can't. Why keep trying to persuade others that they are wrong for seeing (or not seeing) it? As
@Umbran suggested, that horse died long ago. I'm starting to regret even mentioning it.
I think there are two separate things - one is people saying 4E "feels" video-gamey or MMO-ish. That's fine, I think. The other is saying it's actually directly influenced or takes elements from them. If you say that, you need to back it with evidence, and that's when the trouble starts.
Surely there are other pop culture elements from the mid-00s that influenced the tone, feel, and mechanics of this edition. Harry Potter, maybe? The Lord of the Rings films? Settlers of Cataan?
I think this is an interesting question. I don't think D&D is always influenced by super-current pop culture. I mean, just look at 3E or 5E, do we see any super-current pop-culture stuff in it?
I think the one way LotR and Harry Potter might be argued to influenced 4E and 5E is Arcane focuses. In 3E and before, if you're a Wizard, you cast spells with material components. You don't need nor benefit from staves, wands, orbs, etc. Then LotR came, with Gandalf and Saruman very much using their staffs to direct their magic, and Harry Potter with its wands, and they really reminded people that, in fiction, that sort of thing is kind of a big deal, that spellcasters of all kinds tend to direct their magic with tools, and that material components are typically a secondary thing. As 4E and 5E have tried to expand away from the purely Vancian approach of 3E and before, because people want non-Vancian or only quasi-Vancian casters, they made that part of the whole deal (in 4E it was a big part of equalizing casters and weapon-users, in that they both benefited from/required "+X" magic items to do their thing, rather than casters simply being "above that").
I think a lot of other bits of 4E were influenced by fantasy novels from the mid-90s onwards. 3E was strangely almost immune to being influenced by written fantasy - it was like the lead developers didn't read it. I mean, I'm sure they did, but it's hard to see much influence, with rather it doing it's own bizarre thing and kind of looking back at 1E and BECMI (though not the good parts of BECMI, sadly) for influence on most things. Literally the only literary influence I can think of in 3E is, bizarrely, a reference to Severian's sword from Gene Wolfe's books. Double-bladed weapons were definitely a Star Wars influence, though. It is odd that equipment seemed to be the main place 3E felt like it could innovate (with stuff like the sun rod too). This is unlike 1E and 2E, even. Whereas 4E embraced new abilities, new ways of doing things, which I think gave it a broader set of influences.
One thing I think that maybe hurt 4E a bit, and helped Pathfinder a bit, was the choice of new classes vs. what players seem to want.
For me, personally, the classes in 4E are nearly perfect, thematically. They are a sort of almost operatic high-fantasy, very much in a fantasy era which doesn't map precisely to a real-world historical period, not a more specific medieval or post-medieval or later era. They embrace stuff like the Feywild, Psionics, and so on. They're inseparable from the world-building.
But was that what people wanted? I saw a lot of people asking for "Gunslinger" or "Alchemist"/Artificer-type classes and an awful lot of the new classes in Pathfinder seemed to lean to a sort of late 1600s-1700s sensibility, of a lower fantasy, still clearly magical but almost colonial in tone. Artificer did eventually appear in 4E, but I often wonder if the sensibilities of 4E re: class theme-ing, which to me were so wonderful, missed a trick here. I hope not - I hope all the science-fantasy-ish, 1700s-1800s classes popular in PF and 3PP for 5E aren't really "what most D&D players" want, if only because the classes in 4E were so beautiful.
Re: The Eurogames explosion in board games, I don't know that there's direct influence, but I strongly suspect the massive board-games explosion my generation and the one younger seem to have been subject to (and seemingly still are - there are gaming cafes where I am and you regularly see hip 20-somethings in groups in there playing the nerdiest of board games) did cause WotC, when thinking "How do we move on from 3E?" to decide to double-down on the minis requirement, rather than getting rid of it.
5E went the opposite way, which I think was smart, because TotM is cheaper, easier to get into, and seems more social and people-focused, and I think that worked well with D&D's rising popularity as something different from board games, but appealing to a lot of the same crowd.
That is a fallacious argument. You can certainly understand that a game is not for you just by reading the rules.
I actually agree with this. You can't necessarily understand how a game actually play in depth, or a lot of nuances of complex or really-social games, but when you read the rules, you can often see things that just aren't going to work for you - dealbreakers and the like. This is especially true when you've both read and played dozens of TT RPGs. I mean, at this point, if I see a superhero RPG which involves classes, or just picking set powers from a list, or has segmented combat rounds to try and account for speedsters or the like, or certain other characteristics, I can tell that's "just not going to work for me".
That said, games can grow on one, if you keep an open mind and don't form hard-headed opinions about them. That happened with 5E for me. Initially with 5E, I could see a lot of smart design, but I could see a lot of flaws, and a lot of stuff that was missing, and would need to be in to work for me and my group. Eventually most of that missing material arrived, and whilst the flaws exist, they are mostly DM-side, so I always said I was willing to play 5E - and now I do. I also DM it, but I have more fun playing it (unlike 4E). So I'm glad I didn't decide to permanently stay away from 5E or the like.