Now I'm thinking of it like this: the gamist dungeon and the Pemertonian scene-framing technique are both sort of anti-simulationist; they're both solutions to the "20 minutes of fun in 4 hours" thing that happens when you just try to simulate a fairly mundane medieval fantasy world with D&D. The solution of the gamist dungeon is to
make the game world an unrealistically fun place, so you can just let the players roll up some characters and wander around in a very relaxed, intuitive, non-metagamey way without it being boring most of the time. It's like a back-end solution. The scene-framing approach is like a front-end solution: it focuses on teaching the DM how to direct the game in a way that you skip over the boring parts and get to the fun (but in an improvisational way that doesn't involve actually planning out the whole plot beforehand). I don't think either of these approaches are trivial or "just good storytelling". They both involve sophisticated rules, tools and techniques.
I've been reading some old 4e Design & Development articles today, and
the one on the DMG makes it clear that they were concerned about this:
Many of us have played in games where we spent hours searching for the fun, because the structure of the adventure or the meanness of the DM kept us from finding the information we needed to keep things moving. Nobody has fun as those hours stretch on, so we formulated the "Information Imperative" (page 26): Give the players the information they need to keep the adventure going. Once again, it's a principle we tried to carry through the rest of the book: in narration (page 22), skill challenges (page 75), and adventure design (page 101).
Also, just because I have to point this out as well, I think this puts to rest the question of whether or not DCs are meant to scale with character level in 4e
In past editions, we'd describe things like cave slime as if the DC of the Acrobatics check to avoid slipping in it were an objective, scientific measurement of its physical properties. "How slippery is cave slime? It's DC 30 slippery." But setting a fixed number like that limits its usefulness -- cave slime would be too challenging for low-level characters and irrelevant for high-level characters. In 4th Edition, we tell you to set the DC to avoid slipping based on the level of the characters, using the Difficulty Class and Damage by Level table. So when 5th-level characters encounter cave slime, they'll be making a check against DC 22, but 25th-level characters have to make a DC 33 check.
Does that mean that high-level characters encounter Epic Cave Slime that's objectively slipperier than the Heroic Cave Slime they encountered in their early careers? Maybe. It doesn't matter. What matters is that the DM has permission to use terrain that's relevant to the characters, regardless of their level -- and has a table supported by solid math to make sure it's relevant.