Alignment was a clunky and often nonsensical behavioral straightjacket for players, and has therefore essentially been removed from the game in any mechanically meaningful sense. Which I'm grateful for. I don't have much use for the revised alignment chart either, but at least the game doesn't force me to acknowledge its existence.
That doesn't mean I don't lend morality any weight in-game. I just do so in a more organic and interesting way.
Take a look at artifacts for instance. In previous editions, they were explicitly linked to a certain alignment. But in 4e they just have personalities, which have goals much more specific and interesting than merely being "aligned", and the mechanical features that might once have been tied to rigid adherance to a specific alignment now work on a sliding scale of adherance to the artifact's goals. An artifact might be a relic of a people wholly devoted to trade and commerce, and would reward its bearer for engaging in trade, but punish them if they merely hoarded all of their possessions or if they used thievery to bypass honest commerce. IMO thats a much more interesting approach to introducing some sort of moral standard into the game than merely declaring an item "good" and saying it will only work with "good" people. What does good mean, anyway? Does an orc shaman who has spent his life healing those of his tribe think of himself as "evil"? A specific artifact or person or god might have an idea of what is good, but there is no universal absolute, which is the way it should be.
In one of my campaigns the dm has houseruled that the ability to use domain feats to boost at-wills is tied to how well the player is serving their god--deviate too far from the teachings of one's god, and you may lose the ability to use those domain feats temporarily. But those godly teachings are never so broad and simplistic as merely being "lawful good" or "chaotic evil". Instead, each god has highly specific goals and things they care about. Bahumut, for instance, cares a great deal about order and justice and guarding the helpless, and he expects his paladins to uphold those values. But in a recent campaign, one of our adventures involved a lord whose daughter had fled an impending marriage to be with her true love, a member of a rival nation. The lord asked us to get her back, but when we reached her, she offered us a different reward to help her and her beloved flee. A few in our party were all for helping her escape to be with the one she loved...but not our Paladin of Bahumut. He figured that Bahumut values order over mere passion and emotion, and would never approve of forsaking a promise like a betrothal in order to follow the whims of one's heart--the noble thing to do would be to suck it up and try one's best to fulfill the promise even if it made one unhappy. We ended up hauling her back kicking and screaming. On the old alignment scale, this might have prompted a long argument over which course of action was the closest to "lawful good" behavior. But in this game, that wasn't relevant, only one god's particular interpretation of "good", which didn't necessarily conform to our modern conceptions.
This is, in my mind, a far superior approach to handling moral questions than a built in "objective" system.
A classic example of the murkiness/overall uselessness of alignment is to try to place most American presidents on an alignment scale.
For example, JFK: on the one hand a war hero who bravely risked his own life to save others, a champion of the poor and downtrodden who laid the groundwork for the Civil Rights act, an inspiring and charismatic speaker who far more than anyone else of his generation clearly articulated the ideals by which a modern America should live and act, and a shrewd negotiator who helped to avert disaster during the Cuban Missille crisis. On the other: a rampant philanderer who, despite his ostensible support for both Catholicism and women's rights, made no discernible effort to keep to his marriage vows, a pampered rich kid who used his father's gangster connections to vote the cemetaries in Chicago, thus stealing a presidential election, and a naive and arrogant commander who approved a cockamamie scheme to use the CIA to overthrow the Cuban government, resulting in thousands upon thousands of deaths.
Do his successes make him good, or do his failings make him evil (and what might a Soviet have said about him at the time)? Do you split the difference and call him Neutral? That seems oddly unfocused for a man with such a distinct ideology.
You could do the same for any other president (please don't. I don't want to start a Bush or Obama flamewar). Or any other figure, really. Try to apply the alignment issue to any figure in history who isn't hopelessly mythologized (i.e. not Lincoln, Genghis or Jesus), and you invariably run into issues like this. People's behavior is a complex jumble of idealism and self-interest, refracted through a thousand different personal beliefs and biases, and every time we judge them we do so through our own, highly subjective experiences. Life is not a morality play. Unless your D&D campaign is purely about Disneyesque moral paragons running around killing Nazi Demon serial killers, its probably not going to be a straightforward morality play either, and mechanics that try to pretend otherwise are just going to result in lots of stupid and nonresolvable arguments.
In my campaigns, nearly every being with more than a basic level of intelligence has a motivation--and that motivation is hardly ever that they want to be "good" or "evil". I mean, the occasional demon or drow lich might revel in their own depravity, but most beings, even of supposedly "savage" races, aren't like that. This is purely because most
people aren't like that, and its a lot easier for me to effectively roleplay characters who act in a manner and with a motivation that I can understand.
I'm not interested in a guard who mindlessly attacks the pcs because he's on the evil side, I'm interested in a guard who serves a lord whose actions might be considered evil, but who himself just wants a paycheck to keep food on his family's table and tries to be a nice and reasonable person in his day to day job. I'm not interested in the impecabbly virtuous cleric who heals the pcs because its the good thing to do, I'm interested in the cleric who
seems impecabbly virtuous, but also relentlessly pursues political power for her church and so extracts certain favors for healing--which of course to her is a "good" action, because she believes her god to be good. I'm not interested in a "good" nation at war with an "evil" empire, I'm interested in two competing countries, each with some legitimate grievances and made up of many diverse people, good and bad. I'm less interested in easy moral "questions" like "should we kill the evil guy?" with clearcut answers like "hell yes", than I am in posing legitimate dilemnas like, "should we help out these settlers in wiping out the orcs who've been raiding their village, even though the settlers themselves drove the orc from their ancestral homeland to make their village?"
My favorite fictional worlds are ones where magic or sci-fi technology exist, and can do amazing things, but people are as complex, morally ambiguous and conflicted as in any other fiction or literature. I'm not interested in how a world of black and white good and evil would react to a magic spell of enormous power--I'm interested in how a world full of complex, dynamic individuals of varied and ambiguous motivations would react to that spell. Rigid adherance to an aligment just makes me feel like some ridiculous pseudo-character in an Ayn Rand book, an abstraction rather than a fully fleshed out person who i could actually imagine in the real world.
Of course, I like political, intrigue and rp-heavy campaigns. If one was to play 4e as simply a progression of fights with a thin veneer of roleplaying gloss, I could see how alignment might be necessary to inject any flavor whatsoever. But once you go deeper than that, I think alignment is fairly limiting. Certainly, I'm glad its not really a mechanic anymore.
Objective notions of good and evil stike me as being inherantly and by definition melodramatic. Take a look at how wikipedia defines melodrama,
"characterizations will accordingly be somewhat more one-dimensional: heroes will be unambiguously good and their entrance will be heralded by heroic-sounding trumpets and martial music; villains are unambiguously bad, and their entrance is greeted with dark-sounding, ominous chords.
Melodramas tend to be formulaic productions, with a clearly constructed world of connotations: A villain poses a threat, the hero escapes the threat and/or rescues the heroine. The term is sometimes used loosely to refer to
plays, films or situations in which action or emotion is exaggerated and simplified for effect.
That, to me, sounds like a hard and fast alignment system. Villains are villains and heroes are heroes, we always know who is good and who is evil, and who we should be rooting for and why. The only possible emotional outcomes are classically happy (good guy wins) or melodramatically tragic (villain wins).
True drama, as opposed to melodrama, is to be found in shades of gray; in human beings acting not like embodiments of good or evil but like human beings, in partial victories and losses, in ambiguous conflict without a clear resolution.
I feel alignment pushes characters *away* from a complex set of motivations, and towards simplistic, rigid moral codes--that is, alignment encourages melodrama. Yes, if you're sitting down at some LFR event which is likely to consists of nothing but a 4-encounter delve in which the players will just kill a bunch of monsters, alignment can be useful for pushing players to come up with a modicum of personality that they might otherwise have neglected--I'd prefer melodrama to meaningless dice rolling.
But for a long-term, rp-heavy campaign? One in which entire sessions might consists of nothing but rp and skill challenges, and in which each character will undergo significant personal development? Alignment is, at best, an oversimplified, very minor piece of each character's personality--so much so that you could remove the oversimplified shorthand and lose nothing whatsoever. At worst it actually
inhibits the sort of complex drama I find interesting.
I love using D&D, and other roleplaying games, to ask and explore moral questions. But those moral debates are only meaningful if they take place on the same terms as it takes place in life--i.e. without objective answers. That is, in life we don't have any access to objective answers. None of us do. We can choose to believe a given holy text or philosophy or political system, or just muddle along as best we can. We can approach things logically via philosophy, or simply take cues from our own emotions and gut sense of morality. We can argue with others and attempt to convince them, or draft laws to enforce certain behaviors. But we will never arrive at an objective, definite answer. And thats what makes it interesting and dramatic.
Using D&D to explore moral questions is awesome. But they have to be genuine questions. If the answers are right there, bound up in some god's degree, the planar structure of the universe, or an overbearing mechanic, then there are no questions.
I've rambled enough. TLDR: I like drama that rings true to my sense of how people actually behave, and dislike melodrama that doesn't, and I find that alignment has nothing to do with the former and actively encourages the latter.