In AD&D I get better at fighting things even if I never fight but only cast spells.4th you design some character with all the bells and whistles, but then get constrained in what story you can tell via magical non-magic overnight healing, and though never stealing a thing you get better at stealing things.
In 3E I get better at not being killed by swordblows even if all I do is level up as a blacksmith.
In Rolemaster or Runequest or Traveller I don't get better at anything automatically. It's all comparable to the allocation of skill points in 3E, even hit points (in RM) or combat ability (in RM and RQ).
These are just mechanical devices used to generate a certain sort of game experience. Some like one approach to character build, some another. But there's no radical difference of kind in the way the character build rules constrain play.
As for the healing rules, as I've posted repeatedly in another thread, just change the extend rest rules to delay the recovery of healing surges. This will have no effect on the mechanical balance of the game, except to change the pacing of adventures (that is, there will be a longer resting time after every four or so combat encounters).
This is a trivial change compared (for example) to introducing a new class into AD&D which is a sword-wielding wizard (to borrow Ariosto's example upthread).
Well, I haven't had this experience at all. The story of combat unfolds as combat is played - who moved where, who attacked what, who delivered the kill!, etc. The story of a skill challenge unfolds as it is resolved - who says or does what, what results from it, who responds in what way to that response, etc. The story of exploration unfolds as the gameworld is explored - who is lifting up what rock, what are they finding under it, do the feel any magic eminating from it, etc.What is being said is where you get to tell the story.
Pre-4th you get to tell the story AS you play, while with 4th you have to piece a story together AFTER you have played something out.
And I don't think I'm playing it wrong. In the example of exploration in the PHB (pp 10-11), it shows the story being told as the game is played. In the example skill challenge in the Rules Compendium (pp 162-163) it shows the story being told as the game is played. Likewise the example skill challenge in the DMG (p 77).
So I really don't get what it is that you have in mind here.