If you quit playing in the 90s and want to pick up again at a place close to where you left off I can't recommend Castles and Crusades enough. Both Pathfinder and 4E are very different games from the D&D of the nineties.
IMO D&D is basically split into three major families of games, being AD&D, 3E, and 4E. Products are mostly compatible within their families of games and power levels of characters are about the same.
I gather you came from the AD&D era before the game saw a radical redesign with 3E. The AD&D family of games (1E, 2E, BECMI, free internet "Old School Renaissance" retroclones, and C&C) are relatively rules-lite with the exception of some fiddly bits. Combat is fastest and deadliest. Classes are often unbalanced. Castles and Crusades replaces a few of the fiddly bits of AD&D with some really streamlined innovations of 3E/4E games (ascending armor class, ability modifiers). It's like driving a stylish retro car with XM radio transplanted in for a touch of modernity. It's great.
The 3E games (3.5, Pathfinder) bump the power levels up a lot by allowing players to choose a bunch of options for their character. It's a good system for a world where you can order your coffee to be made in a million different ways and 31 flavors of ice cream feels like a low number. Books get much bigger and the number of rules increases, although rules are more logical and easier to remember. Combat is faster than 4E but slower than AD&D games (due to increased complexity and option bloat). Guys in my 18-30 age group that grew up with 3E and can tolerate big beautiful complex books really seem to love this style.
4E was a radical redesign that caused huge divisions amongst gamers. Books are written to be brief explanations of rules rather than simulation. Players are given a lot of narrative freedom to define themselves, but if they fail to realize this the game can grind like an MMO. Rules are less complex and fiddly than 3E but perhaps a bit greater in quantity than AD&D. Combat is richer and more tactical, classes are very well-balanced, and it's hard to make a broken character (as a player this can really ruin your game). Many people complain they lose sight of roleplaying and combat takes too long while playing 4E.
I played 4E for a year but found many of the complaints about combat grind to be true. I switched to Pathfinder and Castles and Crusades. So if you grew up playing a style of D&D that is different from the game currently called D&D the market can meet your needs.
To the credit of 4E you're probably seeing the worst of it. Even 4E fans tend to really dislike the WOTC adventures and the Encounters format. 4E works better when you homebrew, leave spaces for roleplaying and try to frame combat in "narrative" terms rather than "gamist" terms.