Not in 4E, it isn't. Healing surges are deeply integrated into the game. Very nearly every form of healing available relies on healing surges. That's not to say you can't remove them from the game, but it would be quite a bit of work.
I respectfully disagree.
Newer players that start with a game that uses healing surges won't know the difference, so likely won't care. Those that do know the difference are going to be players and GM's who have played past editions. Simply ignoring healing surge mechanics, whether using a healing surge straight, using it as part of a power, or using at as part of a magic item, isn't difficult for these players. These same people also understand how healing potions, healing magic items, and healing spells worked in past editions, and would very easily be able to add those effects back in.
I don't see it being quite a bit of work at all. I could do it in a matter of minutes. Whether I was playing 4E and wanted to take it out*, or playing another edition and wanted to add it in. I could probably even make such changes on the fly, and I am by no means an RPG mechanics genius. If I was, my ENWorld name would be WotC_Mark instead**.
Though from what I've read so far of D&D Next in the seminar transcripts (though nobody can truly say what the final game will look like), it seems like healing surges will probably exist in some form, but probably won't be as integral a part as they are in 4E (though I still feel that even in 4E, they aren't so prohibitively integral that they can't be easily removed or simply ignored). It also sounds like Powers probably won't be an integral part either. I think they will be there for players and GM's who do like them, but it looks like there will be character builds that don't use them.
*Just for info purposes: I don't
play 4E, but I have studied the mechanics of it quite thouroughly, and stolen quite a number of bits from it for my own games. I do have a pretty good understanding of how 4E works.
**Ahhhh...if wishing could make it so...

