The cost of insulating the game against one type of bad DM through rules, in my opinion, is too high. Instead, it’s up to the designers to provide good DMing advice, easy to understand methods that beginners can learn, and flexible rules that help DMs build great campaigns and compelling adventures. Treating the rules as padding against a bad DM is attacking the problem from the wrong angle. Bad DMs, or inexperienced DMs who could go bad, need good advice and clear instruction on how to get started. To my mind, it’s like blaming a bad writer’s keyboard rather than his or her lack of experience or exposure to skilled teachers and good, instructive texts.
On top of all that, the designers always risk taking aim at DM styles that some people actually enjoy. A killer dungeon stocked with ridiculous monsters, opaque puzzles that offer instant death, and elaborate traps that are merciless in dealing destruction to the foolhardy and rash might turn off a story oriented group. At the same time, gamers who love a good challenge or who want to pit their wits against the DM love that style of game. A well meaning designer could build rules to discourage such a game and end up alienating part of the D&D audience. Such an approach runs counter to the idea of RPG rules as tools for world building and creativity.