A system that makes perfect sense doesn't necessarily create an enjoyable gameplay experience.
And a system that is fun in an abstract sense doesn't necessarily create a fun or believable immersive experience.
Storytelling is fun. Creating worlds is fun. Creating heroic sagas is fun. Creating villains is fun. These are all types of fun that D&D needs to support, and hinge on the ability of the ruleset to represent a believable fantasy world and reality, without handwaving to the point that suspension of disbelief fails.
It's not about arguing for one or the other, but rather that the balance has swung too far towards one extreme. Too much flavour and believability has been sacrificed on the altar of convenient game design of crunch, when much more of a compromise between the two should have been shot for.
If the rules can't suspend disbelief for D&D's world, there is patently little point in playing D&D. Without that immersiveness, you'd be better off with something like M:tG, and get a concentrated hit of that type of fun. D&D shouldn't be forced into that niche, because when it stops representing a believable fantasy world, a large chunk of the point in playing it simply evaporates.
(Oh, and IMO M:tG doesn't represent a believable fantasy world. The novels prove that - it just draws on fantasy concepts for flavour, and the conceit of a setting in the abstract which doesn't really map to what happens during a game of M:tG....except if you were veeery generous.)
Now, some folks here have cast-iron suspension of disbelief, and for them this will pose no problem. Not everyone's like that, though, and I think D&D can do much better in this department, which is supposed to be one of it's fortes.