I am probably misquoting my GM here, who does heavily revise modules both for story and content. it's more that there's very little need to go beyond the rules in the sense that players aren't encouraged to think outside the box.
I don't (in general) like the "4e is a MMO!" complaint, but there is a certain feel that the 4e adventures have become a bit more "deterministic' than previous editions... More like (and again, this is not a comparison I make happily) a console RPG like KotoR or Mass Effect. I don't think they include dialog trees (yet) but there's a feel that a puzzle room is a set piece with 1 'default' path and 1 or 2 alternatives... And the general feel is that not using those is somehow 'wrong.'
The playtests of 5e I've seen have suggested a return of needing to think beyond combat a bit. I don't know how much of this is the system vs. adventure writing, though.
A good GM can make something fun out of almost any system, but I greatly prefer a good GM and a good system.
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