Maybe math scares him... let me put it like this:
In one case, the king challenges the party to serve him six drinks he enjoys until the evening. He'll drink as many as you make, and everyone can mix one. Even if he dislikes a drink he'll not hold it against you.
In the other case the king says you have to serve him four drinks he enjoys, but if he tastes just one he does not like you all go to the dungeon as the new prisoners.
Those situations are not the same, not by far. In one situation, all are encouraged to mix drinks, and try things out. In the other, the master bartender is doing the drinks, the rest better not attempt some amateur mixing.
I screwed up a little in my phrasing, because as previously worded, one will require fewer failures than the other.
Let's take the two reworded situations so that they are identical.
"Everyone must take a turn, you must achieve 12 successes before 4 failures."
"You must achieve 12 successes within 3 turns."
So let's look at these situations.
In case 1,
everyone MUST take a turn. This is essential. Without this condition, they are not the same, obviously. Assume that if someone sits out a challenge, their contribution is an automatic failure every round.
With this condition, they are identical (well, extremely similar). Here's why:
You will take no more than 15 turns, or 3 rounds times 5 players, to complete the challenge. In the first case, this is because either you will achieve 4 failures (maximum 11 successes + 4 failures = 15 checks) or 12 successes (maximum 12 successes + 3 failures = 15 checks). In the second case, you make 15 checks no matter what (3 rounds x 5 characters = 15 checks).
Thing is, the first is more efficient. In the first case, you will take between 4 and 15 rolls to determine success or failure, whereas in the second case you will always roll 15 times, even though after the first 4 rolls the outcome is determined - if you fail four rolls, in either case, you will fail, even though it isn't explicitly stated in the second.
This is not to say the second doesn't feel better, but in reality, if you failed the fourth roll, you failed the fourth roll, and people will quickly figure this out and simply cut it off at that point.
Is it a good idea to present party wide challenges and then have every party member announce how they are going to contribute, have every party member roll dice, and then collectively achieve a result? Possibly. That does indeed sound like a good thing for some situations. But that has nothing whatever to do with 4e skill challenges. Nothing mechanically. And frankly nothing conceptually either. Mearles and Slavicsek failed their "do basic game design" test and their result was a total failure. At all levels. There is no quick fix because there's no part of it that's good. Making a good system would involve dumping everything and starting over with a new set of design goals.
That was their design goal. Saying that because they didn't achieve the design goal means that it wasn't their design goal, however, is wrong.