Come on, guys. You may not sympathize with the anti-4E people's stated reasons for disliking the system, but that does not invalidate those reasons or mean they are offered in bad faith. It is certainly possible to point to places where earlier editions did the same things; but 4E did them a bunch more, in more places, and that was a bridge too far for some folks. For my part, I share the dislike of many 4E-isms on a theoretical level, but I found I was mostly able to set aside my objections in practice. The things that ground my gears badly enough to be deal-breakers, I was able to ban or house-rule away. Some folks just felt more strongly about it than I did.
On a side note, I think part of the reason for the problems around hit points was that the 4E team failed to reckon with the contradiction between the Theory of Hit Points and the way they were presented in the game. This was a contradiction that had existed from the very first days of D&D: In the Theory of Hit Points, they were mostly luck and skill and the will of the gods and all that. But all the presentation around hit points pushed "hit points = meat." An attack that cost hit points was described as a "hit" and loss of hit points was "damage." Regaining hit points was "healing" and spells that gave back hit points had names like "Cure Light Wounds" and "Heal." There was a one-to-one correspondence between "things that cost hit points" and "things that cause harm to one's body," and a similar correspondence between "things that give back hit points" and "things that repair bodily harm."
The way previous editions dealt with this contradiction was simple: They didn't make you think about it. At the gaming table, you could treat hit points as meat and everything worked fine... almost. The Theory of Hit Points was a fig leaf. It was there so that when you started to really think about hit points and wonder just how your high-level fighter could absorb so much punishment, you could look at the Theory of Hit Points and have your objections soothed. Then you could go back to the table and keep playing your made-of-iron hero.
(There were a few places where hit points as meat didn't work well. And those were exactly the things people were always griping about and making fancy house rules for. Falling damage was the big one.)
The 4E team made the mistake of putting in mechanics that violated that arrangement, while keeping the terminology that made it necessary in the first place. For my money, the name "healing surge" was one of 4E's major blunders. 5E's hit dice and Second Wind operate on the same principle as healing surges, but they are careful to avoid the word "heal" anywhere in the name or description.