I've heard these sorts of discussions for a long time, for as long as I've been playing D&D (which has been over 30 years as I think about it, man I'm feeling old).
Here's the thing: whether it's hit point, armor class, racial class or level restrictions, the magic system, the saving throw system, healing or whatnot, all of these discussions come back to the same point.
D&D is, first and foremost, a game. It's a game with certain assumptions about what's useful, effective, balanced, too powerful and so forth. Over the years, a lot of those assumptions have changed, and 4E is just the latest generation of those ideas, from a new set of designers.
Why do hit points work the way they do? Heck if I know. I can come up with metagame/fluff reasons why they do, and if they work for me (and also for my players) then we're done. If not, we need to decide if this game is what we really want to be spending time with, or if there is another RPG that better fits our shared idea about what believable.
The discussions about daily powers make me think of an action movie and how the hero tends to use his one big power only that one time (remember Karate Kid? He tries to use the Crane Kick in every movie after the first, and it never works!) and that description resonates and works for me.
I'm sure there are many other reasons that you can come up with for how the martial dailys work, but they're all ultimately fluff for the game balance rules that are inherent to this edition of the rules, just like "wizards can't wear armor or use a sword," was a part of editions past.
So ultimately saying "martial dailys don't make sense!" opens up a discussion where other posters attempt to give fluff based answers that can make that part of the rules click for different people. At a certain point, however, it's time to just call it a day and move to another game that you can be happy with.
--Steve