I first have to say that I understand where people can be coming from, if they don't 'get' the Dresden Files RPG system. I myself have been playing RPG systems of one sort or another since I started with Frank Mentzer's Red Box D&D Basic edition when it first came out. From there I moved onto AD&D 1st ed. then 2nd ed. when that came out, then Mechwarrior, Rifts, Twilight 2000, Marvel Superheroes, LoR, MERP, Star Wars (WEG D6 version), and so on...
As one of the playtesters for the game, it was first a bit hard to get used to, since the game does tend to approach RPGs different than many of the games people might be used to playing. Once you 'get' the DGRPG though, it is really quite easy.
Speaking broadly, there are two basic types of RPG players, there are the roll-players, and then the role-players.
Generally, the roll-players are interested in fighting/defeating monsters, and looting treasure. Their gaming concerns will revolve around what they need to roll succeed at a Skill check/challenge, and/or hit & damage a monster. The current version of Dungeons & Dragons, D&D 4e, is a great example of a game geared towards that sort of play, as it has a very heavy emphasis on tactical combat, with much of the skills and abilities only really having relevance in combat. In some respects, it almost seems to be like D&D reverting to its origins in Chainmail.
Unfortunately, it has been my experience that players who are all about the tactical combat, killing monsters and looting treasure often don't like or understand DFRPG, and don't give it a chance as there is more to it than just combat.
It has been said, and I tend to agree, that the DFRPG is a storytelling RPG, and I feel that's true. The game is very much story and character-driven, and as such those who can, or like to role-play tend to find DFRPG very enjoyable.
Mechanically, there can be a certain amount of 'crunchiness' to it, but the math is pretty basic and easy. What needs to be remembered that rolls for success or failure are really only needed when success or failure will advance the story.
If you have a player who insists on their character attempting to steal something every time they go into a place, even a convenience store, that can quickly bog the game down. Rather then require that every thing rolled, since the event itself doesn't matter, the GM can basically state whether there was success or failure, since stealing a candybar itself doesn't make much difference.
What helps to make the story relevant to the characters, as well as aiding (or hindering) the characters went they attempt something are the Aspects. The easiest way I've found to think of Aspects, is that they are basic descriptors or catch-phrases about a character's identity, telling a little bit about who or what the character is. As such, they tend to involve some themes central to a character, rather than inconsequential character information.
An example of an Aspect which would generally not typically matter much would be: Gets Seasick or Gets Airsick.
Honestly, as written neither of those are going to make much day to day difference to a character.
Now, if those Aspects were instead: Seasick shrimp boat captain, or Airline Pilot that gets Airsick, these themes now touch upon some central themes, namely a character's job, or perhaps what used to be their career. Given that a job/career determines how a character could live and support themselves (and perhaps others) a character would have a great deal of involvement, as well as 'extra' knowledge from related subjects. Take the current or ex-shrimp boat captain, it could be assumed that they are familiar with boats, shipping, and maritime traffic. Given that they dealt with shrimp seafood, it could also mean that the character would then have knowledge of the seafood industry and/or marine life (i.e. "Hey, wait a minute, something about those tentacles doesn't look right..." and so on.
The key about Aspects from my perspective, is to have creative ones that can have broad, and/or multiple meanings, with preference given to those that are 'interesting'.
Lastly are some things you need to consider for yourself as well as your group. If your character encounters a mystery or some sort of puzzle in-game, are you (A) the sort of player that would have your character gather clues while you try and solve it, or are you (B) the sort that prefers to roll dice to solve puzzles?
Also, are you going to be okay if your character or the group has (A) non-combat interactions with everyone they meet, or will you/they be (B) disappointed and/or bored if you character or group goes an entire game session without getting into combat?
If the style of play you or your group prefers is more A than B, then once you understand the difference with Dresden, and I admit it is a subtle one, then I think you'll like it. If you honestly are more of a B-type gamer, then in my experience you won't enjoy the game as much.
-Cheers