I don't think the intent was 'fluff is option'. I think the intent was to give you minimal fluff that doesn't imply all sorts of additional unspoken or undefined mechanics. A good example is the old AD&D version of Spider Climb. The fluff insisted on telling you HOW it made it possible to climb a wall (by making your hands sticky). This was first of all silly because it didn't explain anything (I don't care how sticky your hands are, you're still not traversing a ceiling). Next it implied all sorts of off-label uses for the spell which caused endless annoyances. 2e had to make the description of the spell 4x longer so they could try to catalog them all and explain all the secondary ramifications of the spell. 4e Spider Climb works perfectly well and has none of those problems. Beyond that it can be cooler because I could for instance describe my character's arms and legs turning into spider legs or something funky like that. The AD&D version? Nah, your hands get sticky.
Fair enough. I kindof like off-label use; but 4e spider climb is nice enough as it is - it's naturally flexible and easily used creatively.
If I as the DM can decide what non-standard uses of things will work that's cool. Having to argue with players who want to insist that some unclear word or phrase in the description of 'Contingency' or 'Phantasmal Forces' means they are supposed to be able to do X? Meh. Notice too, ONLY CASTERS got this benefit in previous editions. The fighter? Nah, he just swings his sword. He could try some cool combat maneuver, but he hasn't lost that in 4e, AND he has some explicit ones he can always pull off, AND a more solid resolution system for the stunts.
Yeah, a return to 3e classes isn't a good idea. But why shouldn't a fighter have some unique abilities too? E.g. a 3e fighter was almost by definition mundane and that imposed limitations - but really, why? Barring the lacking explanation, something "weird" like Come and Get It is perfectly cool - I just wish there's be some consistent fluff that might inspire other fitting things such a fighter might be able to do.
A little more risky would be a set up that encourages teamwork; e.g. spells permitting stunts are enablers, but require physical skills and simply another set of hands to pull off - kind of like rituals, but then in which someone
else does the skill check (and without the cost and casting time problems). Say, a leap of the storms trick that lets an ally roll twice on a jump check, double it, and then drag along others in his wake (say, close blast 3).
I guess my feeling is if you want less combat then do less combat. 4e will do ALL the other stuff that you could do in the earlier editions out of combat with little difference except cleanup of rules. If the players are LIKING the combats, then I guess I'm not sure what the problem is...
There is no "problem". It's a just a different game. You can't do as many crazy things out of combat - but then combat is much more complex, so you spend more time doing that. And of course NPC interactions and that kind of "personality" roleplaying hasn't really changed at all. The question of this thread (to me, anyhow) was whether and how 4e damaged "simulationism" - and I feel that it has. Some people hate that, but they're probably not playing 4e anymore. Others like that (I'm guessing such as yourself). I like the wordbuilding everything-makes-sense kind of simulationism, and the "problem" - or rather challenge - is whether that loss was a necessary loss to achieve 4e's plot-balance and tactical combat, and I think it would be possible to construct a more thought out in-game explanation for powers without actually taking away the balance.
If what you mean by 'less interesting interactions with their environment' that the casters don't just have a spell for it then I sadly have little sympathy because I require that the fighter also get to have that interesting interaction. Which brings me to why I don't want to change things. I'm sure there are changes I'd be fine with. I won't be fine with wizards running the show again and I won't be happy with subverting 4e into that game again. I have 2e, I can play it any time I want (and I have plenty of players for it too). Why do people want 4e to be 2e?
I don't want casters running the show either. And have a spell simply "solve" a problem is boring and stealing others' show (I think rituals like knock still do that, incidentally - though the noise fortunately leaves at least some limitation). But having a spell be a part of the solution - I'm OK with that - and if that means others also get superhuman tricks to use creatively to maintain balance, sure! E.g., I fondly remember a 3e monk whose trick was jumping over, oh, small villages. It was useful only once, but it was
fun. And monks in 3e (including this guy) weren't serious competition to casters, but that's only part of the story. Or, when a fire-deity (and resisting) worshipper grappled a too-powerful dragon with a necklace of fireballs round his neck, screaming for the sorcerer to target him... It's just fun to work around a plot obstacle in a ludicrously fantastic way. The trick would be to find spells and abilities that aren't one-push "I win" buttons, but usable to partially tackle problems in their own unique way nevertheless.
I mean, some 3e stuff was just borked (wild shape), or too annoying (scry+teleport meant every BBEG needed some kind of suppression, the details of which got way to intricate), and I could go on for ages (oh, say divine meta-magic and persist spell, or stat-boosters in general, etc...), but many of those problematic things were also rather boring - pure combat or 1 push button "I win" things - no loss there!
Looking back at what I just wrote - I think 4e turned the dial towards mundane one notch too far for me. And there's nothing fundamentally hard about adding that stuff to 4e - most of this stuff hardly impacts combat, and in any case, combat in 4e isn't mundane at all anyhow...