Agreed, ForeverSlayer (and thanks for bringing this thread back on point).
Rolling back a bit....
If you understand why most rules are created...
you'll understand why more rules were added as the later editions came along.
The main reasons most rules are added to any game to add a ruling for a common occurrence that all parties should agree with.
It the occurrence is common enough, someone or something will have to make the ruling eventually.
If a ruling is made, the ruling should be good and trusted.
So it comes down to where do the player think the rules should come from... the DM or the system.
The players will always choose the system unless they trust and are in sync with the DM.
There's nothing here I disagree with. Sometimes you see something that's houseruled so often that it should be ruled, period. Example from 1e: Low M-U hit points. Everyone I knew thought starting a mage with 1 hp at 1st level was ridiculous, and most DMs & players gave max. points at 1st, or double the roll, or whatever.
I have no issue with rules. I have no issue with standardization. But rules in practice have consequences and side effects.
For example: For years I yearned for interesting fighter actions. (To the point that in my 20s I wrote up my own RPG and gave fighters a choice of "maneuvers" at each level—if you saw that game today, you'd see a frightening similarity to 4e.) In 4e I finally got what I wanted ... and combats slowed to a crawl. Adding the extra combat options had the side effect (along with inflated monster HPs and other things) of slowing combat. Rules are not bad things, but adding so many rules and options to D&D has had overall side effects, not all good.
I believe an overall side effect of abundant rules—over abundant at times—and endless PC combos has been a growth of metagaming and, for some, power gaming and sense of player entitlement. Not all players, of course, but a subset. Now these folks see D&D-Next as a lighter system with fewer options, and they dismay. Why? No more killer builds.
It's gamer nature to tinker with rules, and if you give folks more character options, they will play with them, combine them, etc. This isn't a bad thing usually, and character building can be great fun. But options can also be abused* and can lead to imbalance at the game table.
*The (mis)use of the spiked chain and endless-Trip combos in 3e are two easy examples.