It opens up space for more strategic play.
How?
What kind of options in combat are you looking for?
I'm looking for variety. I think many of the more minor rituals (knock, floating disk, detect secret doors, water breathing, etc.) could be fine spells for in combat use.
I had a house rule that the players got two powers instead of one each time for level powers, a primary and a secondary (they had to be the same type, both encounter or both daily or both at will).
They had access to the primary power (e.g. Shield), but could swap it out for the secondary power (e.g. Jump) at a slight resource cost (a healing surge and 0 to 2 action points in a house rule system where they get 2 action points per encounter).
Out of about 25 encounters, it was only used 2 or 3 times out of 6 players. We dropped the house rule because it was a pain to have all of the powers on sheets or cards, to keep Character Builder up to date, etc. and because nobody was really using it.
When we came up with the house rule, it sounded really good to give the players options (just like rituals sound really good). But, the players found out that they really didn't want to spend the resources when they typically had something else in their arsenal that was almost as good for the situation.
4E is extremely damage oriented, so having the versatility really didn't matter. 6 ways to do damage is not necessary, 3 ways will suffice.
I find the same to be true in our game for rituals. About one session in six or so, a ritual will be trotted out. Otherwise, they aren't used. And alchemy is not used either. A few PCs have alchemy potions on their character sheets and never use them.
Getting back to the variety subject, variety does not appear to matter in 4E. The game is hack and slash, even beyond what earlier versions were. When the non-hack and slash costs resources, some (even many) players will not use that aspect of the game system.
As mentioned earlier, a bothersome aspect of 4E is the bookkeeping (even placing tokens on miniatures) of the conditions.
A second bothersome aspect is all of the powers that are printed out on cards or on sheets. Some how, we played 1E through 3.5 without all of these sheets and cards. People just knew that a Fireball spell was 7D6 at 7th level and we never had to look the spell up. If 5E could get away from the plethora of "game aids", that would help too.