I don't have a complete collection of 4e adventures, so I can't claim to be comprehensive. But in nearly every adventure I flipped through, the PCs are either the agents of the authorities or they're acting congruent to those interests.
Where are the rebels? Where are the capers? Where are the heists?
Some of this is a natural consequence of the "Points of Light" proto-campaign. Back when we were designing it, we talked a lot about "dark points of light"--and yes, we were aware of how dumb that term sounds.
A "dark point of light" is a spot where local authority has coalesced, but it's tyrannical/pathological/evil/just-plain-mean authority. And the PCs need to go there and bust that shit up.
I don't see much evidence of PCs getting the chance to stick it to The Man in, what, a year and a half of adventures?!? So adventure writers, let's get on the case! We need to overthrow some dudes who are duly constituted authorities--but evil.
And we need some morally ambivalent stuff. Give me an Ocean's Eleven-style caper adventure where the quest isn't "Help The Man" so much as it's "Get...Paid..."
Set the wayback machine for the mid-'80s, and you'll an adventure landscape replete with plenty of "let's get rich!" adventures. Lots of moral ambivalence--why do you think there's a bank in the Keep on the Borderlands? So we can knock it over! And there's a fair amount of "stick it to the evil overlord" in there, too.
At some point, maybe we got too genteel. I don't know. But I'm tired of getting deputized by the proverbial sheriff to go and clear out a nest of bad guys. I shot the sheriff, all right? Maybe I did it just to rob the bank and burn the whole town down. Maybe the sheriff had it coming. But I'm tired of being the sheriff's monkey-boy, that's for sure.
Out of Context: Brains should be spelled with one "a." Or five.
Music: Jeff Buckley, Grace