Kamikaze, I get want you're saying, but I think that most people might not WANT or need bullet points for the fluff. Personally, I always thought the "habitat: coastlands" stuff was just vague enough to be a complete waste of space.
Whereas I would use it as an essential part of how I DM. Quick, they're on the coastlands, I need to have them fight something, let's scan the terrain/habitat index....ah! Here we go! Giant Crabs are about the right CR. BAM. Fight it. A few moments in the middle of the session where I scan an index is all I need to give them a battle that doesn't stretch their believability to the breaking point.
If I don't have that in 4e, I've gotta go insert it myself, meaning I'm going to be taking a lot of pre-prep time. Alternately, I guess I could just pre-plan encounters, but that's profoundly dull for me.
If I care what WOTC wants me to do with the monster outside of combat, I'll read the fluff and get the full context; if I don't care, I'll use the combat stats and make up my own backstory. And I'd CERTAINLY rather get an extra half-page of prose explanations than a half-page of redundant bullet points.
Well, the bullet points don't take up a half-page. That's kind of why they're there. WotC has a history of doing this, for instance, with the MMV: under a Habitat heading, they give a quick prose run-down of where it lives, and then bullet point it for quick reference in the game. That, with the index, is all I need. But because some of the designers may see that material as useless (simply because they don't play the game how I play the game), it might be cut.
I'm not sure why you're using the MM to brainstorm plotlines anyway. If that's something that WOTC needs to help with, it'd make a lot more sense to put it in the DMG. They could probably come up with some pretty decent tables of monster levels and habitats, or maybe even monster behavior.
It would be much more convinient to list it with the monster's combat stats so that I'm not referencing three different books to try and figure out what monster my party should be facing RIGHT NOW.
And I brainstorm plotlines with the MM because D&D revolves around combat. The plotlines are basically a chain of things you fight, linked together by story. The things I fight should also provide me anchors for the story I'm telling.
(By the way, I like how there's a 9-page argument about blacksmithing when I'm pretty sure they've said that the Profession skills are gone in 4e...)
I bet the Craft skill will stay, though.
So, yeah, I'd say it sounds like people are asking for hard-and-fast, crunchy game-mechanical rules on how to integrate monsters into adventures.
Kind of, yeah. I need statistics for noncombat so I can do a quick word-association game and get my players to the next sword-slicing, spell-slinging combat.