Hate is probably a strong word - at least in my case.
Today, roughly 5 months before the release of 4E, I am not convinced that 4E is any better than my house-ruled version of 3.5. In contrast, 5 months before 3E's release I know it was not a question of IF I would switch, but how soon after its release. (I ultimately bit the bullet and converted my 2E Campaign to 3E. It was a bit of work but well worth it).
3E wasn't perfect. But I have it tweaked where I like it.
There are two problems that 4E is addressing that I agree needed to be.
1. Spellcasters running out of spells after 30 minutes of adventuring time, thus necessitating a need to rest.
2. Alignment.
I have already addressed these issues in my 3E game. (I use action points which allow regaining a certain number of spell-points; I scrapped alignment completely). The mechanics for 4E to fix these problems may work fine, but I have got these issues covered.
Here are some changes they are making that I do not believe make the game better:
1. Eliminating level drain. The rationale for this was that their focus group data showed that players found getting level drained was no fun. Well boo-hoo. Your poor fighter got zapped 3 levels. Of course it sucks! That is what makes vampires one of the most interesting creatures in the game. Now they are just another monster.
2. Eliminating all save or die effects. When a medusa gazes at you, failing a save does not necessarily mean you be petrified. You just take petrification damage (whatever that means). The beholders disintegration ray is also going to work differently. It sounds like WOTC is appeasing a bunch of whiny players who lost characters in this manner.
Meanwhile, these monsters have completely lost their mystique.
3. Changing how criticals work (Natural 20 now always means max damage instead of possibility doing double damage). Believe it or not, there are WOTC fanboys out there whining about how it sucks to roll a natural 20 but then fail your crit roll.
I never thought the critical hits rule was a problem. Maybe you disagree, but is this really such an improvement that you cant wait to switch?
There are others, but you get the idea.
Now, in fairness, these changes may not make the game worse - but if they do not make it better why should I switch?
It is not so much the changes that they are making but the whole "Lets make things easy on the players" philosophy that I find bothersome. And I play as much as I DM, and I am not one of these adversarial killer DMs.
My last concern is this. (And I should stress I have no knowledge of the internal workings of WOTC or Hasbro, so take the following as pure conjecture)
WOTC adopted the D&D Insider as means to duplicate the World of Warcraft business model. By that I mean you subscribe for $10 per month to get whatever they are selling. The good part about this business model (for them) is that they keep getting your $10 a month until you cancel your sub. Lots of companies do this, and the reason for that is there are a lot of people who will forget they have subscribed and keep paying the money whether they use the service or not.
I do not begrudge WOTC adopting this model. I have no use for the product, but can see how (if it is good) how others would and -hey-if you forget to cancel shame on you.
But they could have done the whole DDI thing without changing editions.
My theory is they felt to get people interested in and excited about the DDI, they had to reinvigorate the brand name somehow. How better to do that than create a new edition of the game.
I know - you do not have to subscribe to DDI to play 4E. I get it. But DDI IS driving this new edition. Which may be why so many of the changes seem to be made for the sake of making changes rather than fixing actual problems.
At least, that is my opinion.