With the particular quote you responded to, and the words above, I'm not entirely sure where you're coming from, but if it's - the rules are guidelines and should be ignored at will by the DM to service his game, then I disagree.
The rules form the basis for the shared expectations of the game. Players build their characters based on those expectations. Ignoring them or changing them on a whim to suit the game has a direct effect on the characters and the expectations of the players. If I build a loremaster in 3e only to find out that the DM doesn't care much about knowledge skills, rarely calls for their use, and doesn't impart advantageous information based on such rolls, then I've wasted a lot of the resources I have to build a balanced character and the character I wanted to play is rendered largely ineffective and less fun because he took the knowledge rules to be guidelines AND didn't make this clear from the start.
I have nothing against tweaking systems and changing rules, I do this with every game and every game system I've GM'ed. I love house rules. But any and all houserules I use are clearly communicated to the group ahead of time. Similarly, I inform the group about what standard rules and subsystems I don't use (such as encumbrance or monster morale), so they won't waste character resources buying modifications to that subsystem. Similarly, I have no problem with making rulings to deal with all the wacky stuff that comes up. My preference is for systems like 4e or older editions of D&D that don't try to cover anything and want the GM to make rulings. But we all gotta know the basic rules ahead of time so we are visualizing the same game in our headspace.
Another example tied to an on going discussion in another thread, I would need to know if I was playing in a game that had a skill system, but where the DM generally based the success or failure of a skill based character action on player skill (playing 20 questions correctly while searching or disarming traps, basing RP outcomes solely on player RP, etc), because in such a game I'm wasting my time making a skill-monkey same as I would be if the game was straight up hack-n-slash. If the game has a skill system, one would expect that to be the ultimate method of skill based resolution.
Now, if that isn't the point you were trying to make, thank you for spending a couple moments reading about my general preferences