Manbearcat
Legend
No problem. Movement rules are, IMO, one inheritance from its wargame roots that D&D could stand to drop. Nonetheless D&D remains a skirmish game at heart. Lately I've been thinking it does better when it remembers that. Although I have trouble squaring that with the "Three Pillars" talk.
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However, I've lately started thinking of it as more a skirmish system with (as you note) combat as its focus. (Don't tell the 4e fans that its focused on combat, they get grumpy about it.)
I think the two of these can be answered in the same way (and hopefully it provides some optimism

I think you'll find that most 4e advocates have no problem with the above statement. What they have a problem with is the indictment that 4e is a "tactical skirmish game linked by freeform roleplay", "not D&D", "not an RPG" or any derivative thereof. Especially when you consider that 4e is the first version of D&D to have a dedicated mechanical system of non-combat resolution. It may be abstract and it may have had poor initial instructions such that those that weren't exposed to story-gaming struggled with it conceptually (a fair commentary), but it was there and it was robust enough to do the job.
Personally, while combat is still the majority, my 4e games are probably a lot closer to 2 "other means" for every 3 combats so "other means" are probably closer to 40 % of my total conflict resolution. I suspect others are in that vicinity.
Does 25 - 40 % of mechanical resolution as non-combat still make you cringe? D&D can pull that off just fine I think.