1) Balance: In WotC's quest to have all classes and races balance with each other in all combat scenarios, many of the races and classes seem a bit sterile, missing much of the uniqueness they had in previous editions.
IMO, this is more a example of modern game design priorities than an overt resemblance between 4e and WoW. One example would be OWoD vs NWoD (Vampire). In the older edition Celerity (super speed) granted extra actions, whereas in the new edition it increases defenses and movement speed (but does not grant extra actions). The former is arguably a better simulation of super speed, but the latter is far more balanced (many people, myself included, considered old Celerity horribly broken).
Additionally, WoW puts serious importance upon class vs class balance (because a fair portion of the game is player vs player). 4e, on the other hand, focuses on balance within roles and with respect to the DM's side of the game (monsters, skill challenges, etc). Both, games do hold balance as an item of importance, but the direction they approach that balance from is quite different.
2) Range: No spell has a range greater than 100 feet, which is less than medium range in the previous edition. It is my opinion that range was limited by design so that all action could fit on a computer monitor.
IMO, the reason behind this characteristic is essentially the same as the first (balance).
In 3.x I saw a halfling ranger build (with dog animal companion mount) that had the DM pulling his hair out in frustration. I don't remember exactly how he did it (some nasty combo of prestige class and feats I think) but he was able to put out a punishing amount of damage from an extreme distance (often retaining total cover).
In a similar vein, a wizard with the fly spell didn't even need much else to nuke an area from space.
Hence, it really comes back to balance (and fun). As a DM, I really don't want to have to arm every primitive band of orcs with greatbows just to deal with an
EXTREME ranged PC, nor do I want to have to set every adventure in a tiny dungeon just to "foil" them (neither fun for the DM nor the player). I don't want the rest of the party standing around bored because the wizard decided that instead of a grand battle a fireball storm from orbit would do just as well. Keeping ranges (relatively) short keeps ranged characters from becoming a "problem" and allows the DM to challenge these PCs with a lot less effort.
More power to you if this was never a problem for you, but it was definitely a problem for some.
There is definitely some surface resemblance between 4e and WoW, and I don't doubt that the 4e designers borrowed and adapted ideas from WoW. However, as someone who played plenty of WoW and still plays 4e, they are two very distinct games.