The "4E made it obvious it was a game" misses the mark IMHO. The issue was that it was designed similar to a card based board game that borrowed ideas heavily from MMOS. It had very clearly defined roles, actions (in combat and out of combat with skill challenges), limitations and controls on the DM for everything. The lore, the visuals, were all layered on top of the game that had one true way of being played.
Compare that to every other version of D&D. D&D grew out of games that simulated war. We have a wizard not because they're a controller but because wizards were a merger of iconic to fantasy tradition and war game artillery. Fighting men were just that, the standard front line fighters in the battle and so on. Everything had to be oversimplified and gamified. Various fantasy archetypes merged or created. But the starting point were those fantasy archetypes.
It was game rules and structure first vs crude fantasy world simulator where people played the protagonists of a novel or movie. Or at least that's how I see it.