This is the front page of the default 4th Edition character sheet, as presented in the Player's Handbook.
There is an adage that says when your only tool is a hammer, every problem looks like a nail. In fact, I wrote a post about it over on my videogaming blog.
Players solve problems in terms of the tools that they're presented with. If you started your play session by giving your players a booklet of witty quotations, you're influencing your players to think of your game as one that they should approach through dialogue. If you start play by giving everyone a musical instrument instead of their character sheet, you're going to end up with a musical game.
What tools does 4th Edition give its players?
Here is another view of the 4th Edition character sheet. In this version, I have obscured with red all the portions which wholly or primarily relate to the character's combat effectiveness.
That's more than three quarters of the sheet. We're left with character name, weight, height, alignment, skills, perception, and languages known. The 4th Edition character sheet is very unsubtly telling players that the solution to their problems is combat.
Combat is what 4th Edition does well. There is no shame in having a lot of it, if 4th Edition is what you are playing. But I frequently hear frustration from DMs who find it difficult to get some story in amongst all the initiative rolls and encounter powers.
The answer can be a simple as rearranging the character sheet. The official Character Builder tool allows you to rearrange page elements and spread the sheet over multiple pages. If you want your characters to think just a moment longer before drawing their weapons, try moving their combat powers to the back of the sheet, and moving the "personality traits" and "character background" sections onto the front. There are many homebrew sheet layouts available on the web that make this change.
In summary, if you want your game to stop being just a series of nails, try moving the hammer just a little further out of reach.