I have to disagree with this - the setting, like any other, is what the DM and players make it. It could be played with a pulp feel, or it could be played as "Forgotten Realms, part two." But it's not so much the mechanics or elements, as how they are portrayed, and the Eberron book does give some good ideas for how this should be done. Forum Member "Express" has done a very entertaining "pulp-noir" take on his group's Eberron story hour (
found here); the internal monologue, the dingy detective house, the mysterious client and the hidden secrets - pretty neat, if you ask me.
But then, it could have been done with Forgotten Realms, Greyhawk, or Kalamar; it's just that the Eberron material makes it easier to create that atmosphere with its setup.