As opposed to the organic non-artifice of planes based off of platonic element combinations symmetrically repeated to utter bordeom, or the same for alignments? I'd say from my veiwpoint 4e's design choices are WAY less artificial than 1-3e's neat boxes.
There's a big difference as I see it between the Great Wheel and the 4e default cosmology: a cosmology focused around in-game elements of that universe such as metaphysical alignments, versus a cosmology designed from a metagame notion of 'the planes must be places to adventure in and if they can't be adventured in, they have no reason to exist'. One cosmology is centered around in-game concepts, the other around a set of precepts that don't have anything to do with the in-game universe.
That latter notion really strikes me as doing a disservice to making an immersive cosmology. It feels artificial, and seems to restrict many avenues of what should or shouldn't be in the game because of a 4e design law that everything in the setting should be designed to focus around the PCs. That seems to handhold in and of itself, because PC success and PC 'special snowflake' status seems to be written into the game as a primary point. I prefer to see a cosmology that exists on its own in a wider, more in depth universe, with the PCs accorded no special status by default. The planes exist independant of whether they want to or can survive going to one place or another to adventure in a more classical kill things and take their stuff manner. The PCs aren't mandated special status, the PCs make that status for themselves and they earn it, rather than see it as part of the design of the very cosmology surrounding them.
When I worked on the cosmology for Paizo's
The Great Beyond I went for a more immersive cosmology, influenced by Planescape certainly, but without as much of the symmetrical focus. The outer planes don't have any set relationships with one another, as they all exist suspended in an almost literal manner within the chaos of the Maelstrom (a plane more of raw potential than randomness). Many of those planes are death sentences to low level PCs if they just hop through a gate, but with the right preparation, allies, circumstances, patronage, you could use them as adventuring locations. But they have an ecology all their own outside of any potential for using them for a weekend dungeon excursion. I wouldn't send level 5 PCs to the daemon city of Awaiting-Consumption for instance, but that's perhaps an extreme example. There are tons of planes to go, more than could possibly be used in a single campaign, and more challenging places are just that, challenges for PCs rather than a pointless "antithesis of fun". Anything can be potentially used for PCs to adventure in, but they shouldn't be engineered for that purpose above all else, it cheapens it for the PCs and dilutes the setting.
The 4e cosmology seems designed with a very different set of design principals in mind versus those that went into developing the Great Wheel during much of its 2e tenure, and some very bright points during 3e (FC:I I'm looking at you). It's not my ball of wax.