If it doesn't handle elements it's supposed to well, that's bad design. What is D&D's "intended purpose"?
The crux of the problem. Many of the people who don't want D&D to be a game (or, rather, they want "rigidly defined areas of
doubt and uncertainty game") either do not have an answer to that question, have an answer that breaks down heavily on analysis, or do have an answer....that openly disagrees with both the official description, and much actual in-practice play, of D&D.
Hence why, instead of going for the rather more
philosophical categorizations of games, my proposed "game-(design-)purposes" classification
Like it or not... roleplaying games are about players coming up with ideas, and then seeing how those ideas play out. And the dice are merely there to arbitrate those results. They are a means to an end, they are not meant to be the end itself.
Your first sentence here is fine; this is a rather loose description of basically all open-ended games. Your second sentence is on shakier ground, for a variety of reasons (frex, dice do not
arbitrate, which requires
choosing a resolution between parties; instead, dice resolve without any consideration to any party.) Your last sentence is completely missing the point.
Let's say there are two routes to a destination. Perhaps a hike. One of those routes is enjoyable to traverse in and of itself. You pass by some cool stuff along the way, there's a cozy little food shack halfway up, there's a good mix of sun and shade, the slope is gentle, etc. The other route is perilous, difficult, offers no good views, puts you through the baking sun the whole way, etc. The only saving grace of the second route is that it takes half the time to hike as the previous, assuming you don't pause for a break or the like. Your reason for taking either hike is because there is a lovely waterfall at the far end, and you would like to see that waterfall. Which route do you take?
By your claimed standard here, we should universally favor the second route. The route is merely a means to an end, so spending the least amount of time possible on that means is always preferable. It doesn't matter that it would be an unequivocally more enjoyable experience to take the first route; we wish to be at the waterfall,
hence the waterfall is all that matters,
hence bothering with a pleasant route to get there is a waste.
Now, of course, most real-world examples of design things are going to be much more complex and far less black-and-white. My point is simply to show that "that's just a means to an end, so there's no point bothering to make those means better" is simply incorrect. Having
better means to get to that end is often just as important as actually reaching the end. In some cases, the journey may even outweigh the destination; does it matter that you executed a cool idea if the whole time doing so you were literally just rolling d20s until you crit?
I see few people clamoring for the same thing in Exploration and Interaction.
Odd. I've seen exactly the opposite.
Plenty of people on this forum alone would love to see better, more interesting stuff in this regard. And it isn't just folks who like "modern" RPG rules as opposed to "old school" ones. Spells that screw up the ability to run a difficult survival challenge (where food and water are scarce and the party must carefully manage their resources) are lamented
all the time by folks who would like an exploration experience with mechanical teeth to it.