I voted 'other', because I think it has gotten both better AND worse.
Better in a mechanics sense. Various rules now seem less arbitrary and more based on consistent math. This means less referring to tables (which is good!).
This, of course, has everything to do with being able to implement the rules in a computer game without having to type in every table for lvl 1 to 40+
I don't know whether this was the intention, or simply the result of some synergy that happened in discussions between designers and programmers, but it's there.
Worse in a 'generic feel' sense. Let me clarify.
In older editions, I had the feeling that I was creating a character. You selected a class and/or race, had some stats, and went with it. No multiclassing except in very rare circumstances. No prestige classes. No feats with requirements.
With the new ruleset, it has become more and more important to look ahead. If you intend to move into a prestige class, or want to gain a specific feat at some point, you need to prepare by taking the prerequisited feats, skills, etc. This has led (IMO) to a game that focusses more on the rules and less on the roleplay. And yes, I blame the same 'better' mechanics for that. Which, as stated, I think are a result of the computer games based on those rules.
The end result: A game for which the mechanics are more and more streamlined, but in which the focus is drifting towards 'computergame with pen and paper' and away from the 'roleplay with some numbers somewhere on a sheet'.
Finally, I would like to point out some flaws in my own reasoning (so other people don't have to

):
First, the entire basis of this is that computergames have altered the mechanics. If this is not true, the rest is pointless.
Second, the 'feel' I get from the current game is highly personal. People who can rise above the current ruleset and 'just roleplay' like I was able to with earlier editions, will not have this problem. I hope I can get back to that feeling someday...
Herzog