I think the real issue as delericho has said is that the d20 system has evolved multiple subsystems as its evolved, and therefore grown in complexity. Let's think of all of the subsystems within 4e:
Attributes: The six fundamental and latent abilities of a character. An easy way to categorize and distribute the character's affinity for certain kinds of actions, although the "balance" within the system is difficult to make a character that excels at everything (which sometimes happens in reality.) They have peculiar numbers that derived from the "roll under these" mechanic from long ago. Now the (Att - 10) / 2 = Mod is unnecessary.
Races: each of the races modify different Attributes, and are attempted to be as "balanced" as possible, which creates certain strong predilections for race and class combinations. Also, much of what makes races unique is the different cultures, and the different ways they interpret and react to one another.
Roles: defender, striker, leader, controller. Each role should be incorporated to an optimized party, and each role has something different to consider during combat. The classes that fall into the role are built along a similar paradigm, although some certainly excel better at the role than others.
Classes: the set of signature abilities and skills that a character has. It is a combination of role, and the practical application of that role into the universe and game system. Classes grow in power and arguably complexity as they progress in experience. This experience of the character is described as levels.
Levels: A numeric symbol representing the experience and effective power application of a character. It is assumed in 4e that higher level characters are always stronger than lower level characters with the same distribution of class and so forth. This describes a universe where experience is arguably more important than latent abilities (attributes.)
Powers: The largest subsystem in 4e, powers are somewhat interchangeable chunks that easily describe combat action. The extreme number of powers can sometimes lead players to feel overwhelmed, and the players are also categorized by the previous sub systems, (level, class, role, etc) and are overlapping to a large degree. Activate power, fulfill role's purpose, and add some flair. The amount of times a character can use a power also separates the powers out, having to be tracked separately.
Attacks and Defenses: The primary resolution conflict in 4e, utilizing a d20 against a static defense. The numbers for the attacks must be balanced against the different defenses, and therefore make certain assumptions about how attacks work. The "math" for attacks is one of the most heavily contested subjects about 4e, and has been "fixed" and "broken" numerous times from various errata and rules additions. The four defenses are designed to incorporate the different levels of a character's ability, and again, experience is eventually more significant than any attribute or skill the character possesses.
Damage and Hit Points: Due to the different types of weapons and attacks in 4e, different weapons utilize a few different types of dice (from d4 up to d12) and even some other combinations of dice (such as 2d4 and 2d6). The averages of these different dice are representative of the average amount of damage inflicted upon an object with said weapon, and additional modifiers (from class, race, magic, attribute, etc) are applied to determine the damage. Hit Points transversely represent the amount of damage something that sustain before falling unconscious/destroyed/dead. This resolution system is completely separate from the attack/defense resolution system. The amount that a defense is beaten has no bearing upon the amount of damage applied (barring a critical hit, which will always happen 5% of the time). There are different types of damage, and resistances as well, such as radiant, necrotic, fire, thunder, etc. These types of damage can cause extra damage, extra effects, or be mitigated by certain effects.
Skills: a manifestation of practical /magical skills that can be modified from "training", experience, attribute, class, race, and feat (which we'll discuss later.) Skills use a similar resolution mechanic to attacks with the d20, but often have a static DC number rather than a defense, although in certain circumstances some skill rolls are compared to an opposing skill roll (such as stealth / perception). The skills in 4e are arranged in a broad sense, gone are the days of "Swimming" and "Sailing" and "Craft Armor." Yet, within the skills in 4e, different combinations have been instituted (called skill challenges) that are an even separate subsystem within a subsystem.
Feats: feats are acquired through experience, and are a specific and semi-significant addition to a character. Due to the level system, feats are acquired in chunks/steps, and are more difficult to show in a progression or gradual manner. Some feats are entirely more "powerful" than others, and therefore commonly taken over many others, despite there being hundreds to choose from.
Tier: The 30 level progression system in 4e is broken down into three tiers, each with their respected powers, class modifiers, monsters, and items. It is an easier way to group the type of game into a descriptive term: heroic, paragon, epic. Some people prefer "fantasy, wu shu, superhero." The Paragon Path and Epic Destiny are modifiers to classes, adding more complexity and the potential for combinations within the system.
Rounds: In order to keep combat fair and structured, rounds are implemented. The economy of actions is regular, and most combat situations require the use of rounds. Rounds are a measured unit of time, as well as an easy way for the DM to keep in mind what a party / character is capable of.
Magic: Magic weapons, magic use, rituals, spells, magic cities, on and on, D&D wouldn't be what it is without magic. But, magic is somewhat convoluted in the current iteration, or one could argue open to interpretation for the DM / players. Even certain non-magic using characters begin using magic-like powers, and the different flavors of magic can cause different effects.
Power source: Martial, arcane, divine, primal, shadow, psionic, etc. The different sources are used to give flavor and explanation to why the heroes are able to accomplish what they are. Some sources apply to certain situations, and some have stigma attached to them in different universes (for instance, arcane could be seen as evil/foul, such as in Dark Sun.)
And a slew of smaller subsystems, such as conditions, encumberance, ongoing damage, saving throws, speed, range, blasts, bursts, "creatures" vs "enemies" vs "allies", magic item powers, magic item properties, stances, marks, tactical positioning, and so on.
As one can clearly see, the level of complexity in a system can either lead it fame, or become dreadfully difficult to play/master. I think the true issue is that the number of subsystems within the system is causing the muddling, the slow combats, the lack of role-play; keeping track of hundreds of fiddly bits causes one to pull out of immersion.
Therefore, the perfect form of an RPG to me would be one that has these elements:
1. Easy character generation without sacrificing character options. This would require an especially flexible char gen system.
2. Logical combat / out of combat resolution. A system that makes sense to what is happening and the actual effect applied.
3. Universal resolution mechanic. One mechanic, with degrees of success, critical successes/failures, and damage all in one.
4. Organic growth. Characters gradually improve over time, and can easily explore different areas to excel at (not just strictly combat and skills.)
These elements are ones that I determined a few years ago, and thus began building OMEN. I have tried my best to implement all of these things while still maintaining a fun and entertaining experience. (I'd suggest buying the rules, although it is still in development currently.)
But, everyone has different ideals, and some people I know like to straight role-play with no restrictions at all. Some like war games. Each to their own I suppose.