My claim was that they don't have sentience... which they don't, as illustrated by the fact that the text makes a clear distinction between sentient undead and those that are not...
" Sentient undead have a stronger animus that might even have access to the memories of the deceased, but such monstrosities have few or none of the sympathies they had in life. A wight has a body and a feral awareness granted by the animus, but no soul. Even the dreaded wraith is simple a soulless animus, deeply corrupted and infused with strong necromantic energy."
So we are talking about undead who are neither conscious of or can sense any type of impressions and are not independently aware... yet they respond to mystically charged insults spoken to them...Yeah, ok... again you might as well insult a chair to death.
If they lack sentience to this degree, how come they can detect intruders? How come they can fight? By the definition you give, non-sentient means blind, deaf, anosmic and without a sense of touch. How could such a creature move around, never mind engage in combat with weapons? To do what the rules say they do, they
must have
some degree of sentience. Just how much is for the players in any specific game to decide.
So ok, I'm game... please show me in the PHB where a power is described or even hinted at as a "principle" as opposed to a rote formula type action? I mean I'd be willing to entertain this notion if the powers had ways to modify or change their effects slightly built into them... but they don't. In fact the mechanics that always require you to do A and upon completion give effect B moreso support them as rotes than anything else. Now if you want to look at them that way in order to justify certain things...then cool, but I don't think anything in the game points to this interpretation. Though I'm willing to entertain examples.
If you want hand-holding consultancy as to how to make use of a roleplaying game, I'll charge by the hour!
Read an actual Power block in 4E. Heck, read the rules text on "reading power descriptions" (PHB page 55 or so). The description comes as a name, some "fluff" and some actual rules for using the power. The rules are intended to be fixed (unless houseruled for the specific game). The "fluff", including the name of the power, is intended to be malleable according to the tastes of a gaming group, or even an individual player.
Now read the power "Vicious Mockery". It's an At Will, Arcane power, a Bard level 1 attack with keywords Charm, Implement and Psychic. It requires a Standard action to use, and targets one creature at up to Range 10. You roll a Charisma-based attack roll to have the power "hit", and if you succeed it inflicts psychic damage and gives the target a penalty to attack rolls until the end of your next turn.
Those are the
rules for the power "Vicious Mockery". No mention of insults. No mention of minumum required levels of sentience (although the "psychic" keyword does imply that it will not work on "objects").
The rest is all flavour, or colour text. This, as stated on p.55 of the PHB, can be modified to suit how the player of the bard, the group at the table and/or whoever wish to envision the power's use
on this particular occasion.
I don't see how it could be made much plainer.