I change (and have changed) my play when I think it's worth it. What changes the official games goes through are not particularly relevant to me. What possible reason would I have to keep following the leading edge if I don't like where it's going?
I have played a couple games of Shadowdark and I love it, despite my normal preference for more rules-heavy games. I really enjoy the classic D&D vibe. That being said, while I have not played Dragonbane, my buddy played a three-session game while we were at Gencon and had nothing but good...
The relative success of spell-less ranger variants, both in alternate 5e games like Level Up and in articles like WotC's Unearthed Arcana, show that you are overstating your case.
IMO examples of those "narrative points" determined after the fact would include any situation in which the damage type is relevant via the rules (poison is the most famous case), and anytime a creature reaches 0 hit points.
I would say that 4e didn't particularly encourage house rules or homebrew (although I respect the heck out of its intentionality), but otherwise I agree.
I change things all the time. But frankly I'm going to resent a system that insists I play a certain way. Give advice on what you as a designer consider best practices for your game, be clear about your intentions when designing it (something D&D has admittedly often failed to do). That IMO is...
@Enrahim basically covered it. And furthermore, as I've said above a lot of games seem to take their rules pretty seriously, and don't look to leave a lot of explicit space for houseruling or even playing with a different style. By including rules that govern GM behavior you are telling your...
They have significant different class features, both the ones all rangers get as well as the ones they get to choose from a menu of options, even if some choices can be made by either class. Do you see all non-magical classes as essentially similar?