That is what I'm saying. However, I'm saying that D&D plots are most often set up that way. I don't write my own adventures, I run ones written by other people. They are all written that way.
I certainly don't disagree. This is why I largely write my own adventures. The commercial adventure writer is faced with a number of problems that basically result in MOST adventures being pretty linear. Even games like CoC don't REALLY have severely non-linear adventures (think of 'Masks of Nyarlathotep' a very classic CoC adventure). This is because skipping a lot of material reduces the value to the purchaser, they want to USE what they got, and the lowest-common-denominator of GMs is "I can run one combat/encounter after another in a row". There are exceptions of course, and the classic Dungeon Crawl was BASICALLY a response to this. It was non-linear (in a trivial sort of way where anything you do leads to more rooms and corridors, with maybe a choice of monster de jeur), but the players would almost always go through ALL of it.
Even when I think about it, however, the plots that D&D does well are precisely the kind that need to be set up this way:
I don't think they NEED to be set up this way, I think they ARE usually set up this way. Again, most GMs are just not that skilled at writing really good adventures, and they haven't been exposed to many either. However, I think its quite POSSIBLE to do with D&D.
-Cultists of a Doomsday god want to bring him back, they are insane and fanatical...stop them
The PCs could use several approaches here. They could use an all-out assault, they could infiltrate, or they could research various types of specific countermeasures. This could lead in various directions. They might even ally with an unsavory force (maybe some orcs for instance) who also feel threatened by the cultists, etc. This CAN go in a variety of directions. Its even possible it could be a plot-twist where the supposed 'evil cultists' are really just suffering from a curse, actually the good guys, etc. That's under 2 minutes of thinking about it, and ALL of those ideas are quite possible in a D&D game.
-Followers of a powerful imprisoned god want to collect the Rod of 7 Parts before you in order to release their god. The pieces of the Rod are scattered throughout the world but they mind control people to not give them up at any cost.
Well, again, there can be plot twists, allies, betrayals, various tactics employed (maybe the PCs simply take one part and bunker down, KNOWING the bad guys will have to try to take it from them for example, vs the expected "get all the parts first" strategy).
-A dragon's eggs have been stolen by cultists and blackmailed into helping them steal an item. The PCs don't know this but are tasked with getting the item back. It's possible to negotiate if they find the eggs. However, the Dragon doesn't know where they are and is in a bad mood.
This already seems quite non-linear to me, with even a slight bit of work.
-The PCs are tasked with finding their way through an ancient dungeon filled with traps, oozes, constructs, undead, and summoned elementals to find something at the end.
Obviously they can follow various paths, research, find people that know the dungeon, etc, or just plow through. There are a few approaches at least. The actual 'crawl' is going to be a crawl, but at least there are choices of direction to take, presumably.
-One of the PCs was tasked with tracking down a murderer from their country. The murderer turns out to be a Vampire who has everyone convinced that he is a powerful noble with a lot of influence.
Again, this seems to me to be a very non-linear adventure repleat with possibilities for different plot twists and tactics. Its hard to imagine it being reduced to a linear adventure.
Those are just a couple of the examples of adventures I've played in or ran. I can tell you that each and every one of them ended in combat. Most of them started, middled, and ended in combat.
I'm sure they can and have been written that way. I observe however that ALL of them can definitely be written as more 'action adventure' or 'plot and intrigue' and that 4e could handle any of them in these various modes. Several possible endings suggest themselves for ANY of these adventures and they need not end with combat per-se. I think its nice to allow various possibilities for the players to choose. Maybe they WANT combat, or maybe they're happy to have a riddle contest with the dragon or whatever.
Even when I design my own adventures, I don't "design solutions" into them. I don't know how the PCs will solve something before I start. But I'm not going to write a non-combat solution into a game where there logically would not be one. Sometimes you just HAVE to fight. Sometimes no amount of "non-linear thinking" gets you out of a situation and combat is just the only way. In fact, this is often the case. PCs better be good at fighting, because when they eventually get stuck in that situation, they need to be able to fight their way out.
I'm sure it's perfectly possible to specifically set up a situation where sneaking past people makes the most sense or where negotiating makes the most sense. In which case, my players will sneak or negotiate. But 90% of the time that ends in a bad roll and someone failing horribly and attracting the attention of the monsters or insulting them enough that it turns into combat anyways.
Well, I think you might be making it too tough to sneak by or something. I think in 4e the idea was an SC would be invoked that could be approximately the same difficulty as the combat (IE you WILL win 99% of the time but you may use a lot of resources if you screw up badly along the way).
What 4e does EXCELLENTLY well is the 'shoot the rapids' or 'escape from the erupting volcano' or 'cross the rickety bridge', etc type scenarios. They can be really thrilling and cool. Its the first D&D that can do 'Indiana Jones' basically at all. You could ALMOST do it in 3e, but the skills were too hard to get right and low level PCs were still too easy to get killed by one bad die roll. 4e is both challenging and forgiving at the same time and that's a fun combination for mixing up the types of adventure elements.
I understand what you mean about combat, its an easy and relatively stock sort of element to throw into an adventure, and it features often in mine as well as those of other people. I just don't think it is the only thing you can do in 4e. It isn't even the BEST thing 4e does.