D&D4E didn't die because of 'marketing' or failed web support, it died because the changes made to the system- while possibly good ideas in and of themselves- were not what the fan base wanted from a game called 'Dungeons and Dragons'. Re-working combat to incorporate World of Warcraft -style 'Roles' dictated by character class (rather than player intent) was just not popular. It may play smoother than 3/3.5, but at the price of removing one of the key elements of D&D : the ability to completely define what kind of a character you are playing, rather than being forced into a video-game archetype.
DM: "Okay, Joe, you want to play a Fighter? That means your official Role in combat is Meatshield for the spellcasters-"
Joe: "What? No- I was picturing my character as a duelist-type. You know, a charismatic swashbuckler..."
DM: [flips through rulebook] "No, sorry, that's not a Role, and combat is based entirely on fulfilling these established Roles. Now, Steve, you want to play a Cleric? That automatically makes you the party Leader."
Steve: [spit-take] " Huh? I was planning on playing my character as a parody of a televangelist- a smarmy weasel that everyone hates, who only pays lip-service to his faith while actually being obsessed with his own personal wealth."
DM: "No, that's not going to work with your class's Role. So, Janet, you want to play a Wizard? Are you a Blast Mage or Crowd Control?"
Janet: "Um... Seeker of ancient knowledge...?"
DM: [pause] " Blast Mage or Crowd Control ?"
I've played D&D off and on since the Gygaxian days of yore, and absolutely nothing about the 4E changes appealed to me. That doesn't mean that 4E doesn't work or isn't sound game design, it means that if you don't appeal to your core fanbase, those things become irrelevant.