As for the last paragraph, my thinking is that some things you might want a game to do has to come from the people to be done authentically, and therefore need a light touch from the system,
Yes, but "light" is a relative term, not an objective one. Light, as compared to what? If you are used to "nothing," then to start with, anything will seem heavy, sure. But one can get used to a lot of different things. I mean, it isn't like combat systems are simple and smooth the first time we pick them up, either.
There is another matter to consider - our own creativity, which I expect is often
lacking in this space. In our own games, if the ruleset is our GM's head, the only results one will ever see from any particular topic are... our GM's concepts.
Our games regularly have major fantastical elements come out of all sorts of mechanical resolution. We, in fact, pay designers to generate systems to do new and different fantastical things, because we recognize that we cannot and will not think of all the neat stuff that might happen on its own.
So, how many of the GMs who reject social rules have actually had
something magical or fantastic result from social interaction? If we haven't written down the rules for it, I strongly suspect the answer for the vast majority of GMs is... none. Almost never happens. I daresay, while we allow our barbarians to cleave ogres in twain with a single blow, and our wizards can move mountains, our social interactions... are entirely mundane. There is, for example, exactly zero power to be found in True Love in the vast majority of our games, though it is a huge player in the fairy tale space. Most of us will not even have the possibility enter our heads if a rules system does not include it. Our social interaction resolutions are thoroughly mundane and result in slightly lower prices, or a few bits of information.
How many folks here have nodded when folks say that Bards should be half-casters? That'd be a lot more plausible and supportable, if their were rules for their social skills that would fill in for the Enchantment spells. Leaving this area empty is basically abandoning a design space that could differentiate characters more.
e.g. I have a lot of trouble with games that place mechanics in our character's emotional space because I tend to have a good instinctual grasp on how I want to 'write' my character at any given moment and getting into that spirit.
So, I guess I have to reiterate - I am not arguing that any
particular person ought to pick up such rules. I am speaking about their reasons for existing and utility in the broader market. So, arguments of the form, "I don't like it" are perfectly valid reasons for you to not use them, but don't speak to why/whether they should exist.
Some people have difficulty with what i find easy, and vice versa but to my mind that makes the role of rules in understanding any given game much more nebulous.
And you're supposed to understand a game... by something other than its rules? By what, do tell, are you supposed to understand what a game is supposed to do? The proof is in the pudding, not in the marketing-copy.