It's unfortunate because I felt Rituals represented some great design.
In AD&D a magic-user is presented with a list of spells. Some of them are stupid. But you don't know which ones if you're a first time player and have no idea what an Adventure entails.
So they take all those spells no one took and make them Rituals. Perfect. Now you can be effective in an encounter, and have cool things to do outside of combat.
But like so many other things in 4E, they just assumed that having designed the system, they were done. No effort made in the adventures to push challenges to the fore that relied on Rituals. Instead of making them relevant in adventures, they essentially designed them out of the game. They're not relevant in combat, and that's really all the game is about now.
D&D is becoming more and more like Warhammer Quest or Descent, where there's no world outside the Encounter. That's too bad, as I think it's the only thing D&D does better than those other games.