All versions of D&D have parts and mini games. The character creation mini game. The combat mini game. The roleplay mini game. The resource management mini game. Etc. Different editions handle these things in different ways. And no edition is only about one of those mini games, even if that mini game takes up a lot of room in the books, sucks up all the air in conversations about that edition, and is seen as the star of the show by fans of that edition.
4E isn’t only about combat any more than any other edition. But combat was clearly the star of the show from the start. It has the most design dedicated to it. The combat-focused rules are more detailed and involved and have more word count than some other editions have word count. It clearly is the topic most discussed. It’s not a lie to point this out. It’s not a lie to note how divergent 4E combat is when compared to every other edition. Nor is pointing this out “edition warring”. 4E combat was, in and of itself, a complete game. So much so that they literally copy and pasted the rules for use with boardgames. Tactical skirmish miniatures boardgames. That is a fact. That also in no way implies that 4E the RPG was only that.
4E, like every other edition of D&D, is exactly what you make of it. Want to run entire campaigns without throwing a single die? It can be done with any edition. Want to get deep into immersion and character backstory? It can be done with any edition. Want to chuck all that and beer & pretzel your way through a glorious murder hobo game? It can be done with any edition. No edition is only about one part or mini game. But the differences between the editions, the actual rules used, vary. Which varies the feel of those editions and reinforces certain styles of play. If you don’t want to play a game that leans into the big draw of a given edition, why play that edition?
ETA: Sorry for breaking the first two rules of 4E club. Despite being a fan of it, it’s apparently topic forbidden.