I'm not sure what you mean by "the reverse". Are you saying that there are a large number of players who regard adventures as a means to the end of using rules?Indeed. The trouble is when people treat it as the reverse. And when the rules are as strongly emphasised as they are in 3E and 4E, that's tacit support for that approach.From what I've seen, when people think back on the fun they had playing prior editions (especially 1e/2e), at the heart of the fun was their heroes in the context of an adventure. The adventure is where the rubber meets the road in D&D. The adventure is the soul of the game. The rules exist to run an adventure, and it the interaction between players and DM that gives the game life. A role-playing game is a narrative experience supported by a rule set.
If there are I don't think I've met them, and no one on this message board seems to present him-/herself as an instance of such a person.