I don't really regard a system as supporting a cinematic narrative if it is capable of delivering a very different narrative (gritty "modern fantasy") at the whim of the dice.
What 4e offers, that 3E and AD&D don't, is reliable support for the cinematic alternative.
But, contrary to your claim, 3.X doesn't substantially narrow narratives that 4e has (in regards to healing damage), as it's not impossible (as you said it was) for a character in 3.X to heal overnight (it's very much possible). 4e has less narratives than 3.X allows (in regards to healing damage).
I didn't use the 4e rules in my game, nor did I let 3.X survive unmodified, but I would certainly rather have a system that allows for both narratives, rather than limits them.
Yes, 4e supports your preference better in terms of cinematic feel, but it narrows down possible narratives (to a more cinematic feel). Sometimes in a fantasy movie, you get a slow motion moment where the Good Guy kills the Bad Guy, or the Good Guy summons all of his strength and pulls himself off the floor when lesser men wouldn't be able to. However, sometimes in fantasy movies you get a slow motion moment where the Good Guy gets mortally wounded, incapacitated, permanently crippled, or the like. I'd like those narratives available, even in a cinematic game, personally.
Yes, you're right that 4e offers a lot more reliable support for a type of game play, or a type of narrative. I was speaking to the breadth of narrative available, not the depth. I like depth, too, of course, but I want the possibility of different opportunities coming up, and the paths that they might lead to.
For example, last night, in my game, three PCs (all warlords of an area) got ambushed by bandits who wanted the players dead (the players had hired adventurers to rid the forest of these bandits, effectively betraying the bandits). It was five bandits versus the three players and an NPC wife of one of the players. The bandits hit the NPC wife, taking her down to -7 (in my game, while in the negatives you lose 1 hit point her round, dying at -10, though you have a 10% chance each round to stabilize without aid). Two rounds later, the PC ran to his wife, and assessed her wounds (catching that she was seconds from bleeding out), and that he couldn't save her in time. There was a lot of tension at the table, because the player knew that his character would take the death very hard (he is a warlord, chancellor, and interrogator, with most of his positive emotions being channeled into his friends and his wife), so everyone was getting ready for his character to take a dramatic shift in his personality (another player almost used character points to buy a spell that might save her, which would dramatically change his character, and potentially cause a low level of madness; he decided against it when the player with the dying wife said he thought it would be interesting to see how things turn out). Well, what do you know, but I roll a natural 10 on my d10, and she stabilizes on her own (I always roll every roll in the open, and the player had used a skill to get her hit point total at -9, so everyone knew that this wasn't me fudging at all). The expected narrative shifted dramatically based on that one die roll, and the build-up of tension is something I've come to love in my gaming experience.
Now, this could happen in 3.X or in 4e, probably, so I'm not saying this is impossible in those systems. What I am trying to say is that I want the narrative to be dramatically alterable based on the luck of the dice, and by what the rules inherently support. In this regard, both 4e and 3.X falls short (or I'd still be playing it now), at least for my wants in a fantasy-based game.
This isn't to say that your like of high action, gonzo, or cinematic (or whatever you find most appropriate) feel in a game is bad or wrong. I'm just expressing that I feel that the healing surge rules tend to damper potential narratives more than open them, from what I've read about in this thread and other places. I love the "getting to your feet" feel. That's a narrative that I like (and my game supports). I don't like feeling shackled by a rule, especially if it eliminates what I'm expecting out of the game.
To me, D&D is within the fantasy genre, and that's what I want it to support. You love that it supports the more cinematic aspect of the fantasy genre, and you find the narratives it offers compelling, suspenseful, and interesting. That's great, and I'd never say that's not how it plays to you. I'm just saying I'm looking for more options, and I feel the healing surge rules hurt more than they help, from what I've observed of them. It's just my opinion, and I put it forward because someone asked (in the original post).
I'm not making value judgments, I'm trying to state my preference, and give clear and precise reasoning on why I see it this way. I definitely support people playing 4e (or any edition) in any way that they like, and I think people can have tons of fun with any of them. As always, play what you like
