Keldryn
Adventurer
It's absurd because there is no story explanation for it in the game itself. I have never seen text that states that dwarves have a magical connection to stonework throughout the world that allows them to know the culture that created it without ever having been exposed to it. There is no explanation offered. If these things are written into their souls, and not just the result of their culture, it needs to be explicitly stated, as with thri-kreen and their racial memory. It would still be rather ham-fisted, but at least it would cease to be absurd.
I re-read the playtest materials and I acknowledge your point here; I missed that part of the Stonecunning ability and assumed that it was just a version of what previous editions had that didn't require a check. The abilities to determine approximate depth underground, to retrace a path, and even to determine the approximate age of stonework could all fall fit well with the dwarf's innate magical connection with stone.
If a player in my game wanted to play a dwarf that for some reason had no exposure to dwarven culture or to stonework, I'd apply some DM's common sense and say that he can't identify the culture but could do some other exploration-related task of approximately the same value. The dwarf as written is probably fine for 95% of the dwarf characters that my players want to make, and I'd rather not clutter up the rules for the sake of the other 5%. I do web development for a living, and one of my frustrations with content management systems (such as Drupal) is how the need for accommodating the marginal cases where perhaps maybe somebody somewhere might want to potentially do something possibly different makes the whole system bulkier than it needs to be to accomplish the vast majority of tasks.
There's a point of diminishing returns when it comes to this stuff, and I'd rather use my judgement to tweak a few abilities here and there when the situation calls for it than have another subset of rules to handle marginal cases. Maybe the desire of D&D players to be dwarves who can't identify the culture which created a stonework structure because it doesn't fit their life story is more prevalent than I think. What do I know?
So, you support an extended lifespan as a ranger ability, and shield surfing as an elf racial ability...?
Sure, that's exactly what I was saying.

Every Drizzt novel has been on the NYT Best Seller's list.
And yet still doesn't have the cultural resonance of Lord of the Rings or Harry Potter. I don't have any data, but my gut feeling is that the Drizzt novels have a much higher ratio of gamers to non-gamers in their readership than do LotR, Harry Potter, or any number of other non-D&D-franchised fantasy books.
The fixing is providing a culture-neutral race for people who like the physical concept but not the cultural one, or who want to work against it without being actively punished by the rules for daring to break the mold.
It doesn't need fixing, it just needs a reasonable DM. In case it needs to be said, I'm not in favor of designing the rules to reduce the impact of poor DMing. I find it just results in more rules to remember and the DM still sucks.
If I want to play a sword-using, seafaring dwarf from a jungle where she was raised to paint with all the colors of the wind, instead of a hammer-wielding ore jockey, I don't want for all of my racial abilities to be useless sheet filler.
Fair enough, and like I said, a reasonable DM would accommodate you and maybe even create a seafaring, jungle-dwelling dwarf culture for you to be from. At a certain point, however, I'd have to ask why you want to play a dwarf at all. If I want to play a dwarf who fights with swords and bows, dabbles in magic, is friends with the animals, and loves to frolic in the forest, one might ask why I don't just play an elf instead.
There are a variety of ways to deal with it, certainly. I just want to see a core game that's open enough that people don't have to wait for modules to start playing.
I'd like to see that too, and the modules which expand the came to include the most popular styles of play (i.e. emulating other editions) should be available on Day One, whether they are appendices in the core rulebooks or separate products.
But for me, the game can be open and flexible enough to allow this sort of thing without having explicit rules for it. A few guidelines should cover most situations. Substitute one exploration-focused ability for another that should apply with roughly the same frequency. Only give a combat-focused ability or bonus in exchange for another combat-focused ability.