Crimson Longinus
Legend
It seems to me that what you’re describing above is prioritizing Process Simulation (the importance of exploring and discovering and affirming the internal causality of the naturalistic cause and effect relationships of a system) rather than Genre Emulation (which is a quintessential part of High Concept Simulation). Without the focus of play in good part being about you being able to poke and prod and peel back the layers of “the world” (in reality, the Process Sim engine) > reveal a persistent world in the doing > flesh out a working model > make model-based inferences and extrapolations that anchor your play (all of this encompassing the experiential quality of “being there”, “deep immersion” etc), “play is pointless.”
Yes? No?
Yes. Probably. Though I'm not sure if I'd characterise the focus of play being on peeling the onion, the onion simply is the underlying structure in which everything is built on. But focus of play could still be on character relationships, winning a challenge or on something else.
Also, more I think about high concept simulation, more muddy the category seems to me. Because it actually doesn't inform or imply any specific practices or structures, as the concepts being 'simulated' (I'd say emulated) can de so wildly different that they cannot rely on any even remotely uniform approach. If your 'concept' is very grounded and doesn't have genre conventions that strongly go against normal causality, you are probably good with a pretty process sim approach with a predetermined onion, (perhaps the odds slightly weighted towards genre appropriateness) but if your 'concept' relies on heavy genre logic and dramatic things happening at 'appropriate' moments etc, then some sort of no-myth setup will probably cause way less issues, and conflict rather than task resolution approach would probably work better too.