Wyrmshadows said:
Let me say upfront that I know WoTC owns the IP called D&D and can create a game similar to chutes and ladders and call it D&D as such is their legal right.
I would say that this is essentially what they have done.
GURPS has as much in common with 'the traditions of DnD' as 4E does.
The same claim cannot be made about 3.xE however. 4E is the first time a game claiming to be DnD dropped a large number of the 'sacred cows' and at the same time introduced a vast array of both completely new genre and system concepts. But its the new genre concepts that are the more important of the two.
Partial listing:
Dropped sacred cow:
1/2 Orc
Gnome (from PHB)
Druid
Monk
multiclassing (4E doesn't let you take a class, just a limited version of one feature each time you take a feat to get something outside your class).
9 Alignments
scrolls
wizards having a spellbook only limited by their time in research
low level rings
several classic artifacts
death of the lowbie (DnD has always had low levels as extremely deadly)
Transmogrified cow:
Elven subraces (high, wood)
Vancian magic/abilities (expanded from casters onto all classes)
Skill system no longer individualizable in ranks
Tactical combat more strongly enforced (near impossible to play without using minis).
Saving throws (something still exists by that name, but its use is very different)
Dropped semi-divine cow:
Barbarian
New genre concepts:
MMO-roles enforced in game mechanics
Dragonborn
Warlord
Warlock
Everything being a power
Rituals
Lets look at the 3.x list:
Dropped cows:
Proficiencies
Transmogrified:
Multiclassing
Level limits (same for all races)
New:
Skill system
Sorcerer
Feats
Prestige Classes
Barbarian (been there since 1E, but never before core)
Tactical combat
PC crafted magic items
Return of the sacred Cow:
Monk
1/2 Orc
4E -removed- much of what has been 'DnDisms' for the past 30 years. 3E made a number of changes, but they were almost all additions rather than subtractions.