Neonchameleon
Legend
I look at it as that's only one type of RPG and D&D is at root the other.Here's the basic way I look at roleplaying games:
We all basically start with a base of just sitting down and roleplaying, no character sheets, mechanics or any of that jazz. Just having a conversation about some fiction. Here we can pretty much do anything we set our mind to if we are disciplined and principled about it. We are not really playing a game though and I generally find putting yourself in a position where you have to rely on discipline is a bad long term strategy.
So once you have that freeform base the stuff you add on top can either have a negligible effect, a positive impact on play, or be counterproductive. All of it also has a cognitive cost. We only have so much in our budget. We can't just add on top forever. Our play agenda and personal tolerances will help shape what belongs in each category.
When I say game does not do x well (I'm not a believer in can or cannot here) I mostly mean it adds little in the positive column and too much in the negligent and counterproductive columns.
D&D came from a hacked tabletop wargame where the players took the POV character and wanted to do things that the rules didn't account for and so they had the DM to handle that. (4e is only different in that it tried to move from wargame to combat centric boardgame). The two goals can work together at the same table but they are actually different foundations - and it's why most RPGs are so combat heavy.
The things the rules do for freeform are provide conflict resolution that lets you be heard and then blame the dice, and provide points of inspiration. And that's why success-with-consequences mechanics work so well for freeform plus; they make the game more interesting rather than just smoother than not having them.
And I'm with you that each rule and each second spent engaging with the rules directly or, worse, stopping play to look them up is a net negative unless they provide something else.