Greg Stolze might like a word with you. Also Neko and Florrent, and Francisco Nepitello.
Sure. Or, if I were to display some more of my own familiarity and prejudices, Vincent Baker, Paul Czege or Luke Crane.
That does not make his sentence being true. He said some people would regard Robin Law as the best contemporary RPG designer, and some people does.
Some others would name Jonathan Tweet, or Robert J Schalwb. Some even would say Rob Heinsoo and the guys who made 4e. All of them have a big reputation, and a decent amount of fans and critic acclaim for their RPG (even if some other people dislike them)
More good designers there.
My real goal - which I hope was clear - was not to particularly laud Robin Laws, but rather to point out that there are RPGs designed by leading contemporary designers which adopt the approach of relativising DCs/target numbers/antagonists' bonuses to the numbers on the players' PC sheets; and which then expect the GM to narrate the situation in line with the allocated numbers, so as to preserve immersion, verismilitude, genre expectations, the integrity of the fiction, etc.
That's not the only tenable approach for a contemporary game - Burning Wheel, for example, uses "objective" DCs. But it's just absurd to claim that it is inimical to roleplaying per se.
I have played 4e and I played it like a RPG, but for me it doesn't encourage role playing.
<snip>
Somehow 4e did not bring what I thought it would bring to the table, and instead made me think about the math and how many magic items the players needed to keep up with the gear treadmill and the ever increasing correct DC's for traps, doors, and so on.
I don't doubt that you are truly reporting your own experiences.
I also agree that there can be more elegant ways to handle "flat maths" than the 4e approach - although I think it does a reasonable job of reconciling flat maths with the traditional D&D expectation of scaling attack bonuses, bonus weapons etc.
But this doesn't show (i) that 4e emphasises the maths rather than the fiction, nor (ii) that it is not, or tends not to be played as, an RPG.
In my own experience, the relatively flat maths of 4e (relatively flat because the scaling is rlatively constant throughout the system) tends to make the fiction more important, not less, because what is significant about (for example) Orcus is not that he's impossible to hit - by the time the PCs meet Orcus, the scaling makes hitting Orcus perfectly viable - but that he's
Orcus!