Hmm. I think I'm going to play devil's advocate here.
IMHO, there is merit in Bugaboo's observation - the D&D we know is heavily focused on character evolution with regard to combat prowess and, sometimes, skill challenges. In previous edition (3.0 and 3.5) you were able to develop your character off-combat side by investing into professions, crafts and specialized skills, whereas now all you get is a selection of maximums (i.e. trained and untrained skills) and social challenges subsystem.
So, is it wrong to make combat even more appealing while reducing socializing and mundane activities?
This is not a simple question - any game master may easily say that roleplaying does not require supportive crutches of dedicated rules. However... by handwaving the non-combat part of the game, it may be that players lose a bit of incentive to roleplay.
Seasoned veterans should be fine with 4E, they've been playing for ages and know their stuff, but beginners, younger people especially, may feel discouraged from using their personal charisma to roleplay.
If you played
Castle Falkenstein, you probably noticed that social standing is much more important than combat. Same goes for various Storyteller games, Amber and quiet a few other games. It's possible to turn each of those games into wonderful feast of carnage, but non-combat side is built into the system and developing non-combat game side of your character is fun, too.
Whereas in 4E you get maximum ranks in trained skills and optional (for roleplayers) system of social challenges.
Isn't it a little lackluster?
Regards,
Ruemere