The DPS thing is just snark; don't worry about it too much.
As far as this goes, however:
What gets me the most is that you don't even need dice to roleplay, so why would you use 4e's dice-driven mechanics as a reason for its "bad roleplaying system"? I guess some people just like making excuses for having bad imaginations.
Okay, here's a scenario for you:
So Robin Hood holds down the fort until King Richard comes back and decides to try his luck at finding the Holy Grail. It doesn't go too well and most of his men (who were not so Merry after all) frickin' desert him despite his pleading. So he decides to solo it for awhile, maybe find some allies to help him on his quest.
While he's wandering Jerusalem, he hears a horrible rumor. To his surprise the king is an even bigger bastard than Prince John was--establishing primae noctis, worshipping heathen gods, 85% taxes, and burning down fortresses. Apparently, his services are needed again but he gets all angsty and grim because this time he'd be disposing of a real king and the country would be thrown into chaos. But he might as well show up again.
Despite being in foreign territory, Robin Hood still manages to get a tcrew together because he's motherfucking Robin Hood. Just because he had one crew desert him doesn't mean he can't find another, even if their skins are brown and they don't worship his god they way he wants them to.
So he sets sail back to his homeland. Along the way, he's ambushed by pirates twice; the first time he's able to use his elite archery skills and ability to train commoners into badass archers in the span of a week instead of years to fend them off. The second time, though, he needs to use evasive manuevers because there are more of them. Fortunately for him, he has a crackerjack team of buddies and they use every trick in the book to slip by the pirates. Including a few that weren't invented yet, because he has guys from Ethiopia and even friggin' India helping him out.
So his crew eventually gets there and gets off of the ship and they're greeted with a nasty surprise; the witch killed off in the last movie is not only back from the dead, but she has greater powers than ever! She demonstrates this by conjuring a sandstorm in the middle of the forest while Robin's New Merry Men are trying to get back to their secret base. By luck and preseverance, most of them manage to make it to the camp and see what's left of the Old Merry Men. Immediately tensions set in as this new group meets the old and they don't like each other. And then it starts to come up that the treasure Robin Hood squirreled away in his hideout to pay some of his mercenaries is no longer there because they had to use it to buy food for the starving villagers. So now Robin Hood has a bunch of shit on his plate. 1) Smooth the feathers between the New crew and the Old crew. 2) Find a way to feed the people that are now starving. 3) Find a way to pay some of the people he came with them.
Now here's where the bullshit comes in--except for the part where they fight pirates, 4E D&D has absolutely
zero mechanics that will influence how that story progressed or will progress! Every goddamn thing up until then was sandboxed.
That's what people are talking about when they say that this edition is unimmersive. When you want to do an adventure like Robin Hood's Return, you can't use it while playing 4E. Now I'm not saying that 3E was much better, because the decision points and plot twists pretty much boiled down to 'roll this skill' or 'have this feat'. But it wasn't THIS bad, no sir!