Okay, let's take a step back.
I have said, repeatedly (I can dig up links, if you really want them, but I doubt you do), that there really might occasionally be times when that's the only option. I really did say that!
My problem is, people act like this is pretty common. E.g. it'll happen many, many times in a single campaign--perhaps several times a session even. That, to me, sounds like a pretty big problem. Hence why I have used phrases like "we should be looking for a reason to say yes, not looking for a reason to say no." I feel pretty frustrated, further, when anything I say about how something can actually work, and is in fact helpful and productive, is instantly dismissed as being unrealistic BS, as opposed to something meaningful and consistent (because, guess what, I care about world consistency to! I just recognize that that is one food group among several, not to be abandoned, but not be obsessed over to the exclusion of other incredibly vital nutrients!)
I gave my example of time-travel audience-seeking because the argument I saw looked like--no more and no less--"this is obviously stupid, we all agree it's obviously stupid, so that means we've established a hard line." But I don't agree with that. This alleged hard line isn't there. You have made a leap, here, from "I, mamba, don't think that makes sense" to "it's inherently unbelievable, it doesn't matter if you happened to make it believable for you, it never ever could be for me."
I'm saying--maybe, possibly, potentialy--think about how such a thing might actually be believable, in an open-minded context?
Nobody--neither me nor my players--"changed" anything to have such a time-travel audience happen. Nothing was warped or twisted. It required no stupid inconsistencies, and certainly didn't turn the world into this trivial "Here guys, I'll give you absolutely everything you ever ask for, without any effort, no matter how little sense that makes, because that's totally awesome right?!?!"
It's frankly a little bit insulting, the way you've characterized this--that my game is somehow valueless, meaningless, inconsistent, boring, challenge-free. Merely a trite, flat exercise in wish-fulfillment, without any care whatsoever for having a world that "exists" in some fictional sense. I actually try very very hard to make a world that DOES have such durability, that DOES follow logic, that DOES act under rules. I encourage my players to work out the rules, and the exceptions. They delight in looking back and saying, "Oh. OH! It...it was like that all along, wasn't it? I just couldn't see it before. But it was always there!"