There is something I like very much about 4th edition players that has to do with one of the system's biggest flaws.
The distance between the complex mechanics and what the players call the 'fluff', i.e. what is actually happening in the game world, has created a player base that is creative in a way that is unconnected to the underlying mechanical complexity.
This is something that is very difficult for most players I've encountered to be comfortable with. Even from people I consider very intelligent and creative, I've noticed that if there isn't a package or kit or class for what they want to do, then they never consider re-skinning something basic as that creative thing that they wish. I think this was a big problem that was created from third edition. Why, if there wasn't 5 class levels of royal guard, then you just couldn't guard the king!
Lacking skills, without complex background systems or complex mechanics a basic class allows you to do anything. This is one of it's greatest advantages over more complex 'story/die pool' games (such as world of darkness and shadowrun) and mechanically complex 'hack & slash/target number' games (such as, well, hackmaster and pathfinder).
So for the same reason someone might like FUDGE (rules light, create your own list of skills and talents) they explicitly won't like classic D&D or Dungeonslayers (rules light, no list of skills and talents) when in reality, they are the same thing.
Give abstract skill light characters a chance. Pick fighter and model him as a swashbuckling rogue. Pick cleric and model him after an undead slayer. Pick wizard and create a dimensional researcher. Pick rogue and make him a gypsy. Don't just say, "oh look a generic fighter, that's all I'll ever be." These systems and your DM provide the tools you need to reinforce your role-play with stats. "Mechanics backing up the fluff" as the young folk say. It seems to me that rules and skill light, limited definition class systems offer much more actual unlimited role-playing opportunity then other kinds of mechanical systems, with their boxes and rules.
There's an axiom in comics. The less visually well defined the main character, the more the reader will identify with him. These classes are simple and abstract so that you have the freedom to make them who you want, instead of being trapped in some books predefined roles. Take advantage of that and make them the type of person you want to play.