I haven't done more than skim the rules, but my impression was that there was a huge focus on the tactical combat challenge with enough rules for other stuff to get by. And this is great for the game groups who are fine with making X checks before you fail Y, or who are fine with saying, "If you can role play it, you can do it," but it seemed a little light on support for someone who is interested in having robust mechanics for social conflict or the like.
That there is the issue. For Dresden which has only a handful of minor fights before the big one (usually), an all but pure tactical RPG is not the way to go. I am not saying it couldn't be done, but it would require an awfully big hammer to get it to fit, and is generally not worth the effort when a variety of systems already exists that can handle it without rounding the edges of Dresden's square peg (Or squaring the edges of its round peg either way).
None of which is a dig at 4th ed. It looks to me like WotC has taken D&D in an interesting direction. At the very least, starting wizard types are even farther away from the single Magic Missile with legs they were for some decades.
It's not my cup of tea, but that doesn't make it crap.
I enjoy 4th Ed, but when I play it its not for regular RP, its more for chasing things down and beating them up and taking their lunch money.