It really depends on the DM, mainly, as far as I can tell after 10 modules LFR.
I recently had one DM who was just awesome. Skill challenges turned out to be so much fun, since we just role-played them while he was handing out situational +2s when appropriate (i.e. you spoke something useful and nice in character or were standing up, banging your fist on the table and shouting or explaining what you do with a certain skill instead of saying 'I use diplomacy/ intimidate/ nature.').
Another day, another DM, and skill challenges became frustrating and boring. It was like: "Ok, you enter a skill challenge. The primary skills are yada yada. Initiative."
We: "Err, what exactly are we trying to achieve?", and then we rolled and rolled. You couldn't use any skills not of the "primary skills", since that would be "bending the rules"...
We even ended up killing a NPC though we said we knock him unconsious, since it said "...he dies..." in the module box text.
It was just sad.
Bottom line: It all starts with a DM who encourages roleplay.
4e, specialy after playing with ramon last night (I love you bro)... falls completly in the hands of the GM to make sure the players have a good time... if you don't want to give the game a chance, please don't GM..
Before you run another game.. go to the DMG and read it cover to cover...