Celebrim, it seems like the root of your issues are the battlemat focus (lots of positional abilities) and the healing system.
Battlemat, well, yes it's inherently boardgame-like. You move in squares, you push figures around, you flank when the target is between you and an ally, etc. A lay person looking at a battlemap, dice, & figures will think "oh I'm familiar with this; it's a boardgame".
I think that's a *good* thing. It makes the game more accessible, more familiar, and reduces uncertainty/silly arguments about position. Plus, even though the figures are on the board the actual gameplay is the same as ever. Put a tape recorder on the table for an OD&D game, and one on the table for 4E, and you'll hear the same thing: players describing their characters' actions, reacting to events, and so on.
The healing thing is terrific system in that it lets the players get on with things. If everyone gathers 'round the table each Sunday to play a game of heroic fantasy, it just makes sense to keep the game moving. I think few people want to play a game where combatants take weeks or months to recover from a single fight. No, they want to fight to within an inch of their lives, win, recover overnight, and then do it all over again the next day. Spending time rolling dice to pick locks, cleave heads, flimflam barkeeps, or find secret doors is much more fun than rolling dice to reduce fever, stave off infection, or change bedpans.
Plus, we don't have the full rules on recovery. I'm sure mummy rot, certain poisons, vile curses, and other flavorful maladies are still in the game. Sometimes extraordinary injury *is* fun to roleplay (see the Man In Black's recovery in The Princess Bride) and I have faith the designers have included them in the game.