Bedrockgames
I post in the voice of Christopher Walken
There is simply too little known about the world for it be determinable what is or isn't more or less realistic.
I just never had this problem. Again, if you are hell bent on deciding this is impossible, fine. I could be equally hell bent on dismissing your playstyle (believe me, at other forums there are hundred page threads with equally strong arguments as the ones you and Pemerton make). But they are just good rhetorical arguments, they do nothing to diminish peoples' actual experience at the table. Here, it isn't about going crazy and literally thinking you are in a different world, it is about giving into the experience of immersion and feeling like you are in a real world where you can interact with the setting. Not only do I know this is possible. It was may very first experience when I first sat down to play an RPG in the mid-80s as a kid. Again realistic and 'feels like a real place' are not the same thing.
That said, I do know plenty of players who do want more intense realism in the game, and they are able to achieve it to the level they desire. It isn't impossible. It is just that you are holding up that expectation against a straw man of people achieving an actual world simulation with a 1-1 connection to the real world. Obviously no one is expecting the GM to be a computer. But they might want a game where their perception of real world causality is important. This is honestly no different than a person who goes to a movie and expects realism or historical accuracy. I think it is the wrong expectation for every movie, but for certain movies it makes sense. And it isn't that hard to achieve (provided the audience isn't needlessly picky about it). A movie where a character falls off a cliff, shatters his femur and walks it off in ten minutes to a full recovery is less realistic than one where he doesn't. You can definitely have a system in an RPG that plays more to that kind of health recovery, and you can also run games when the health recovery is abstract enough in that way (in D&D for example when characters broke their legs, I've had GMs make rulings like '20 of those HP won't recover until the bone heals in X amount of time').
I honestly don't know why it is so important to you that this idea be considered untrue. After a while, in threads where people refuse to acknowledge the merit or even the feasibility of a given palystyle, it begins to look like people feel threatened by that playstyle for some reason. I personally don't even really care about realism all that much. I like settings that feel like living words where genre physics are in play. Sometimes I like historically realistic settings. But I am not particularly perturbed or suspicious if people say they want other things. And if they do say they want those things, I've learned it is much easier to not take my rhetorical knife to their claims, and instead try to see what they are looking for in their own terms. I would argue that people here are allowing their viewpoints on this matter to be imprisoned by playstyle bias and strong rhetoric.