But look at your examples. I know, even from the facimile, that ice cream shouldn't melt under normal circumstances.
Except, of course, non-simulated ice cream melts all the time. The simulation doesn't tell you that. Nor does it tell you that ice cream is
edible, because sure as heck the simulation isn't.
You see, that simulation is made
for a purpose. The prop ice cream is a highly accurate
visual simulation, but it is not a good simulation of, say, the flavor of ice cream. This is common for simulations - they are generally made for some purpose, and they don't reliably reveal anything beyond that.
Try to use the simulation beyond the realm it was intended, conclusions you draw about the thing being simulated will tend to be inaccurate. Usually highly inaccurate. Using that simulated ice cream, you may get an accurate idea of what it looks like, but not its physical texture, chemical composition, or gustatorial properties.
If the game is a simulation, then is only intended to be so for the purposes of people around a table having fun playing heroic adventures. If you try to use it to, say, be a model of the fictional world's economy, beyond what is seen in the transactional experiences of the PCs... well, it notoriously doesn't make a whole lot of sense.
Like I said, it's not about not having enough information or that a simulation must tell you every single thing. Of course not. But, D&D combat doesn't tell you anything. Nothing. Even, "How close you are to death" is a purely meta-game concept that doesn't actually exist in the game.
Yep. This seems nonsensical if you've misconstrued the purpose of the simulation. We are not simulating a world with rational biology for academic study. We are at best simulating heroic action fiction for entertainment. There's a strong argument that we aren't even simulating a heroic action fiction
world - just the fiction itself. Heroic action fiction has dramatic highs and lows - one way we simulate those is by driving the character down and up in hit points.