First, let me say that I've been in discussions focused on CAGI before, and it is certainly low hanging fruit. But, there are plenty of bad feats, from WotC alone, in 3.X. So, I don't see specific cases as the problem. It is the larger approach to what is and isn't fun in gaming that is the issue. (Not saying is/isn't is remotely a universal truth, just that differences in perception here is the basis of the issue)CAGI is an excellent dramatist power. The fighter glances round, smiles, gestures, and the enemies all rush as in a martial arts film. Rule of Cool. It's just not simulationist.

By the rules, the high level barbarian is fantastical, yes, but by this view, the rules are not taken as axiomatic first principles. They can be wrong.
Being a 'tough guy' doesn't cut it for me, it's not a strong enough justification.
What would it be then, for rules to lack verisimilitude? Contain contradictions? Say in one place that magic armor is half the weight of normal armor and in another that it is virtually weightless? Contain multiple discrete subsystems? Like overbearing and pummeling and turning undead all use different mechanics?Ah, you see, I'd not say that is the rules lacking verisimilitude - so far the rules have been internally consistent.
What would it be then, for rules to lack verisimilitude? Contain contradictions? Say in one place that magic armor is half the weight of normal armor and in another that it is virtually weightless? Contain multiple discrete subsystems? Like overbearing and pummeling and turning undead all use different mechanics?
Yeah, the game text always at least suggests, and often describes, a world. In the case of D&D it's a world that seems somewhat like our own. Horses act like horses, swords like swords, physical objects move in the same way. The laws of physics are the same. Or at least they are until you add magic and other weird stuff.Questions of verisimilitude arise when you look at the interface between the rules and the imaginary world of the game.
I read somewhere that the rules for hit points and armor class in D&D come from Don't Give Up The Ship!, a naval warfare game written by Gary Gygax and Dave Arneson.
This is what happens when you take a rule that works fine for ships and try to apply it to men. D&D - too 19th century naval wargame-y!

This issue is by no means confined to 4E, by the way. Every single edition of D&D has gone on at some length about how hit points are this, that, and the other thing, blah, blah, blah. But as long as they're called "hit points," people are going to think of them as physical health and be bothered when the mechanic doesn't behave the way they think it should.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.