Hmm, according to that theory the best P&P RPG Worlds are those that never change.
I'd say that the best P&P RPG Worlds are those that
your characters change.
Even with a slightly increased sense of effect upon the world, a videogame has a limited amount of "fractal chaos" it's willing to shoulder. It has to. It would ruin the user experience if players could actually fail to protect Stormwind, leading to its burnination by a dragon. It has to cater to a broad base at all points.
A P&P RPG is distinct from that. The effects your character can have on the world are literally limitless. That's part of the fun of a analog RPG, its version of the flashing lights and colors in a digital PRG, one of the things it can offer easily that a computer has a very difficult time fixing.
That's where apocalypses (Realms Shaking Events) and story changes muck with the gunk. When you've changed Icewind Dale on your own, it's not great to hear about how some dude who works at an office in Washington State decided that your changes don't matter, it's
his that do.
You have a sense of ownership over an analog RPG experience. Its your memories, your dice rolls, your imagination, your version of things, your tables' house rules, your story. That makes it personal when things change without you.
Both the Spellplague and some of the broader 4e changes (like the new cosmology) had massive stumbles because they forgot that groups
own their own games. WotC is under the impression that it owns the
Dungeons and Dragons game. It doesn't. We do. The company doesn't give it to us, we give it to ourselves. Which means that if you're going to make some big changes, you're going to have to get groups to go along with your idea. And telling them "You're having badwrongfun and this new update will fix that!" is doing it wrong.