It's a harsh truth, but I genuinely do believe it is the truth. "A rule for everything and everything has its rule" is genuinely harmful to a D&D game, but that's the only way to achieve what "rules as physics" wants to have. You need laundry lists for everything: weather conditions, attitudes, times of day, surface textures, material strength, value of goods, etc., etc., etc. If an action has no predefined approach, it is necessarily not possible unless the DM decides to be gracious and invent one for you on the spot. Yet doing so is incredibly laborious because it's very difficult to insert such a thing into such a complicated structure without breaking something, whether that be the system or the action (by which I mean making players slowly avoid creative play because it's rarely worth doing, as the DM fails to make it appropriately challenging and/or appropriately rewarding for that challenge level).
With the kind of game D&D is, and the kinds of pre-established commitments D&D has, rules-as-physics is an ideal that enforces serious problems. E.g. caster supremacy, the swinginess of dice, the "auteur" DM, etc. If you could eliminate those pre-existing commitments, it would be fine. But you can't, not without making too many players reject the result as "not D&D." 4e has far, far fewer changes to D&D's pre-existing commitments, and look at how that worked out.