Old conventional wisdom: old school games are nothing but a string of combats in rooms just large enough to host a fight in. Newer games have skills and social mechanics that allow for more role playing and less tactical-minis play.
New conventional wisdom: 4e adventures are strings of combats in featureless rooms just large enough to host a fight. Meanwhile, Raggi's Tower of the Stargazer barely has any combat in it at all, but is thick with mood and atmosphere.
There's a lot of interesting thinking and tinkering going on in regards to 4e these days, brought on, I suspect, in part through the release of the Essentials line. As some have pointed out, a lot of the issues may be due to what the game rewards, specifically combat. EXP are not everything, however. There's the relationship between resting and recharging powers which is central to the mechanics of 4e. The game has a number of systems that interact in complex ways which give rise to all kinds of unintended play styles.
I'll grant you, I saw a bit of this resting-in-the-dungeon-after-every-second-or-third-encounter stuff in the 2e games I played in college, so these issues aren't new. I do think there's a cautionary tale in there for those of us who like to kit-bash various incarnations of D&D into our own games. The urge towards modeling everything and building greater complexity brings with it the greater chance of really skewing things in weird directions. It's why I'm not a huge fan of adding lots of new classes to the game (even though I can't seem to stop doing it myself ;p ).
Common sense and a few good rules of thumb seem to work pretty well. Honestly, the game I'm playing is probably a lot more complex than I need; there are huge swaths of rules in Labyrinth Lord I don't really use. This is why I keep harping on understanding what the rules do, and how they aid or inhibit getting what you want out of a game. Some of the poking at 4e is exactly the sort of thing I do with Moldvay/Cook D&D: tweaks to optimize the game for the way we play. In other cases, I can't help but think they'd be having more fun with a different game. In either case, there's a lot to learn, and it's always fascinating to see what folks who are working from a completely different set of principles and goals do with a hobby I spend so much time poking at myself.