I don’t think the approach is that different, I just think the standards are. Though this whole discussion is getting really muddled, because most of your assertions seem to apply equally to the 4E system and the traditional alignment system, so I’m not sure if you’re arguing for the superiority of the traditional system, or for the merits of alignment in general. It IS the point of an RPG, but it’s not, necessarily, the point of alignment, which is what we were discussing.
That said, I think players should be allowed to try something difficult. You… seem to think that since Evil alignments are challenging that they… shouldn’t count? Or something? This is one of those places where I’m losing track of your argument - are you asserting that the 4E system doesn’t have even non-Evil alignments? I’m not really sure that that is a valuable metric though - you could, if you wanted, invent a whole bunch of additional categories, but I don’t think the number of categories is what matters, so much as whether those categories useful capture the options.
Original D&D alignments vs 4e:
Lawful Good -> Lawful good
Neutral Good -> Good
Chaotic Good -> Also “Good” the distinction between this and NG is not large.
Lawful Neutral -> Okay, this one pretty much gets lost. It can often be kindof a jerky alignment, if that’s a concern?
True Neutral -> Unaligned. Same difference. “I do what I want.” Often a difficult alignment.
Chaotic Neutral -> Gone, and good riddance. If we’re using the “difficult to do properly” metric, then the removal of this alignment is the single biggest boon of the 4E alignment system.
Lawful Evil -> Evil
Neutral Evil -> Chaotic Evil; The difference here, much like the difference between Neutral and Chaotic good, is not particularly large.
Chaotic Evil -> Chaotic Evil
Of those, yes, the evil alignments are hard to play in a party (as is Chaotic Neutral and, sometimes, Lawful Neutral. Heck, to listen to people on internet message boards, so can Lawful good because it interferes with people’s ability to be jerky murderhobos.) But that’s… kindof irrelevant. If you want to play a party of heroes, saying “No evil characters” is a longstanding tradition, even among experienced players who could probably be counted on to play evil characters well.
But that’s glossing over things too; The alignment system isn’t (supposed to be) just for PCs. It’s also codified into the world, because you can literally magically affect someone based on their alignment. So… no, the whole point of alignment is not to encourage roleplay. You can use it that way, but it’s an awkward tool, because it grew out of the assumption that Law and Chaos (and later, Good and Evil) were literal, primal forces in the universe and would PUNISH you if you changed allegiances.
This is why I don’t really care for alignment - as a tool for supporting roleplaying, it’s weird and kludgey. And yes, contains many things that are difficult. The best way you can use it, in my opinion, is as a descriptor, that helps people think about their characters in a certain way, but people need to be careful not to use it to fuel “I’m just playing my alignment” jerkishness, and it doesn’t actually offer any incentives. You can write down “Neutral Good” on your character sheet and it tells you basically nothing about the character other than they will probably try to help other people.