Balesir
Adventurer
That was exactly what I thought when 4E first came out. Then we tried it and found it wasn't a problem for us in the slightest. If the focus of play is in the right place for this sort of rules it all works fine. 4E has finally hit a spot where the basic rules structures encourage and support a play focus that fits with the whole rule ethos. It's not the "ultimate" RPG and it's not the only way to play RPGs - at best it's one possible focus of three - but it all fits together and it's fine at what it does.I wholeheartedly agree with Soren Johnson. One of my biggest complaints about 4E is the way many rules became unmoored from any concrete concept within the game world. The rules do not have to simulate the game world, but they need to make sense in an intuitive way, so that DMs and players can easily switch back and forth between manipulating the rules and imagining the events taking place in the game world.
"Realism", or "simulationism", if you prefer, is ideal for a different focus of play - that of simply exploring an alien world. My favourite system/setting for this is Hârn. It's a focus where system and setting really do go hand-in-hand, whereas with D&D the setting can be almost abstract.
In other words, to address the OP, "it depends". For certain purposes "gamism" (rules focussed to make a gameable system, not to model a world) really is best. For other purposes, rules that model the world are almost the entire point. And "fun" is in the eye of the beholder - a word so undefined as to mean very little, I'm afraid.