Hold on now. Don't kick over that news stand just yet.
I said it when the game was announced and I said it when Bad Company 2 was first shown. There's no way an environment as dense and building heavy as Strike at Karkand or Mashtuur City could hold the same level of destruction as a building in Bad Company 2, for a variety of reasons.
Firstly, the maps in Bad Company 2 were very sparse, with perhaps a few houses hear and there. Even the rarer, denser sections of the maps such as the second base on Arica consisted of repeated housing structures designed to support infantry combat with the natural windows and doors.
Imagine that same level of chaotic destruction on Karkand, it could not happen. What about the building opposite the first flag capture point? If the game were to support a destruction engine similar to that of Bad Company 2, that structure would have to be open to the walls being blown up, and resultantly people running around inside. Think about it, this changes the flow of the map COMPLETELY. If every building is campable and destructive (to the point of collapse) it changes the map flow far too significantly which in turn ruins the play experience.
You're still going to get a sweet level of destruction, with rubble interacting with infantry correctly and even usable as cover, as well as your usual permeable structures like metal and wood. It's just you won't be able to blow pre-determined holes out of each piece of scenery because of the more unique structure set in BF3 and for the sake of map flow.
It's clear BF3 will have tons of destruction, although it seems to be done in a much more sophisticated way than before. To throw a hissy fit at this revelation (although you should've been able to work it out, I did once I saw Bad Company 2) is like complaining because you want 10 bags of sweets, when really that amount would make you sick. They're not doing this to ruin the experience, they're limiting the destruction to a point in order to make it much better.