I see what you mean but for those who play a lot of convention games and gamedays, particularly tourneys and living campaigns, or who run spontaneous pickup games with players who they don't necessarily know, a solid RAW core ruleset often plays a big part in getting those games together quickly and easily. We'll see how the presentation of 5E manages to cater to both those circles of gamers, particularly if organized play organizations are going to be a big part of 5E.
Meh. People played D&D at conventions back before the the rules were cleaned up for AD&D. Sure, it was a grab bag of quality, but I really don't see that a tighter rule set has changed that. The most important key has always been being open minded and respectful of the GM and the players.
I'd like to see discussions along these lines, too. Just tell me what the range of likely effects are, and I'll decide whether or not it will be fun for me and my group.I'm with you...but I'm not so sure about having a discussion of whether something is Fun or not. Those types of discussions usually go quite badly also. How about less about RAW and Fun, and more about what the results of this or that mechanic might be. Will it speed up game play? Slow it down? Will it close a loophole? Will it support a style, mood, or feel? Etc., Etc., Etc.
With a modular system where the "core" represents the least complicated incarnation of the game, I wonder if we'll start seeing specific sets of modules characterized as game styles (e.g. "simple core", "tactical core", "all options tactical") just so folks have common reference points.