It's the setting that's not a setting.
The idea is that the world is a vast and dark wilderness with 'points of light' in the form of villages, cities, and towns. They don't give you a world, but detail locations (dungeons, ruins, civilizations), societies, and NPCs that the GM can place wherever. How long does it take to go from the Tower of X to the City of Y? As long as your GM says it does. Does Town B exist in Kingdom A? It does if you want it to, it doesn't if you don't.
When you hear people complain about them ditching the Great Wheel for the Astral Sea, Feywild, Shadowfel, and Elemental Chaos, they're talking about the Points of Light setting becoming the base setting for DnD. It's not completely different. Many of the gods are the same.
They're trying to make a setting that's more savage than the 3.5 base. There are fewer high-level NPCs, and the intelligent, monsterous races rule several nations. That said, I don't think they succeeded, as I find the flavor of the adventure modules and a great deal like the 3.0-3.5 ones.