I can't look at any edition of D&D and honestly say that it looks nothing like WoW.
Since WoW is, itself, based on at least some of the principles that have always powered D&D (and fantasy roleplay more generally), it would be nigh impossible for any game that felt at all like D&D not to have at least a few things in common with WoW.
But, assuming you're specifically talking about elements in WoW that didn't show up somewhere else first, I don't really know. Not having played WoW, I'm not really sure what (if anything) it does that's really original.
Having never played WOW means than you have no chance at noticing any similarities at all.
I understand what Korgoth is talking about very well. I play WOW (80 troll shammie FTW) and I am currently playing in a 4E campaign. Some of the things I have noticed, to be fair were in 3E as well so its not just a 4E = WOW generalization. Here are some specific MMOisms that affect flavor:
Magic items: Starting with 3E magic items were changed from an art to a science. No longer were items mysterious and rare, they were to be cranked out and sold like any other commodity. All you needed (per RAW) was raw materials, time, gold, and xp and presto-a magic item.
WOW (and possibly some other MMO's) work on a similar principle. The player gets the materials, and gold (no xp cost in WOW) and crafts the item. No chance of failure, no mystery, its strictly business.
4E continued this and dispensed with any remaining mystery by listing items as actual gear in the PHB. Another 4E addition to the magic item situation is the ability to disenchant unwanted magic items into residum.
This is a direct WOW import as items in WOW are routinely disenchanted into materials that fuel item enchantments.
Aggro mechanics: There have been tank, glass cannon "striker" , and healbot archetypes long before any MMO. The computer games simply used the archetypes that were already in use on the tabletop. Not having a live DM meant giving the AI mobs a reason to attack the toughest target even if that would be a far from intelligent choice. It allowed players to use teamwork to "tank and spank" a monster. This is a game mechanic that is not needed for a tabletop game. This goes back to the oldest rules of game design: The rules serve the game and not the other way around. Aggro based mechanics are good example of a game serving the rules. The rules say something works despite any logic or reason so either the game changes or the world simply obeys the rule without question.
Retraining: 3E had this before 4E and its a common occurence in WOW. Some WOW players "respec" or retrain daily depending on if they are grouping or playing solo. This has the benefit of letting players tinker with different bits of the rules but the constant overwriting of skills and abilities makes a chartacter feel more like an avatar or toon than a part of an ongoing living fantasy world. The concept of "bad" decisions being judged so because they were not optimized for job X even though the player had fun with that choice is one that seems more at home in tabletop battle games than in a roleplaying game.
There are major flavor changes that align 4E (and parts of 3E) with MMO style games. The largest overall flavor change that may be causing the most resistance is that of genre tone.
4E is not an MMO of course. It is a superhero tabletop roleplaying game wherein the protagonists dress in robes and armor rather than capes and tights. The move from swords and sorcery to supers is I think, the cause of a great deal of the resistance. It would be like taking the marvel supers RPG and turning the heroes into fighters, mages, clerics, and rogues in feel, and leaving them in the trappings of capes and spandex.