Quite fond of minions, actually
My current DM loves mooks in our 3.5 game. Only one problem -- with 3.5's rules, the typical "Adventurers vs. horde of weak but dangerous creatures" fight takes forever. For mooks to be at all interesting, they have to have several Hit Dice, and that means enough HP to quite possibly NOT drop in one hit. On the other hand, they can't actually hit us except on a natural 20 if they're weak enough to count as "mooks", so we tend to ignore them. Should the DM increase their strength enough to actually threaten us, then they have enough HP to absorb several hits and are no longer mooks. See the problem? A single battle like this can take all night.
The "minions" idea in 4e is unquestionably one of my favorite refinements from 3.x. I know some of you may have done something like this before as DMs, but we haven't, and it's very good to have it written out for us. I know it'll speed up our DM's planning a lot, and that alone is worth it.
Not sure why there was a problem bringing up the Helm's Deep scene from The Two Towers, because that's a scene that has informed fantasy tropes pretty much since the book's publication. It's something players want to do, and something DMs want to throw at players, because it's such a classic idea. (Forget Helm's Deep, actually -- this goes back to the Battle of Thermopylae.) That it's a naturally cinematic trope doesn't reduce its value.