Okay, if
(a) the quality of form isn't important
(b) whether (X in-game phenomena) suggest (Y category of room) (for various X and Y) is what's important
(c) the content matters
(d) the particular words that are used don't matter
(e) the way that they are said doesn't matter
but "matters" does not include "whether people wish to engage"
then you and I have divergent understandings of "matter".
"Matter" is relative; something can matter to me and not to you.
I was a drop-in player at a game store today. The DM read aloud some boxed text. He didn't read it SO badly, that I left the table - but his perfunctory tone affected how many players listened how closely, and did or didn't pick up on mission-relevant content.
One way of truth-testing an assertion, is to check whether it leads to false conclusions.
Here's a link to one of my favorite examples:
http://ceadserv1.nku.edu/longa//classes/mat385_resources/docs/russellpope.html
So let's apply your scope of what does and doesn't matter, to the next time I will TRPG.
I will run a game tomorrow, at the same store, with walk-in players.
If the PCs walk into a room, and I give a description of the room which suggests a torture chamber (eg the captive cowering in a cage)
and I do so in rapid, elided Spanish
that is, if the only difference between tomorrow's instance, and previous times I've run the adventure, is "the choice of words and the way they are said"
and the players who don't speak Spanish leave the table
then by your standards, I conveyed all the necessary content, and some of the players left over *something that doesn't matter*, so it's not my fault.
The departure of those players, however, will matter *to me*.
Again, condensed: if the choice of words and the way they are said, results in players disengaging, that's within the scope of what matters *to me*.
If it doesn't matter to you, then *shrug* you DM your way, and I'll DM mine.