Thomas Shey
Legend
Well, it's easy to say that you should have a goal when you're designing a mechanic. I tend to say something along these lines frequently on reddit when people ask open-ended questions like, "How do I make initiative interesting in my game?" The first step isn't to come up with a cool gimmick, it's to work out what initiative is actually meant to do in the wider context of the system.
But I also think its very fair to ask if anyone who is actually releasing professionally presented games is doing so without any real cohesive goal, because I, too, struggle to think of anyone who is. I can think of people who have released games that I consider mechanically or conceptually flawed or of no interest to me, but not games that are aimless and just a random assortment of unrelated and purposeless mechanics. Without any specific examples, it sounds like a strawman to me.
How do you view generic systems in this context? Or, as @Campbell referenced upthread, games that have, from lack of a better term, a topic, but don't really seem to have a theme, or at least the mechanics aren't set up to support that theme particularly?