I find this attitude verging on elitism, like playing by the rules of D&D is somehow lesser "role-playing" than making concessions to the story.
I guess my opinion on the matter stems from the fact that I see a role-playing game as a fundamentally unique experience. It isn't a simulation of a book or a movie, or a video (or miniatures) game with more talking in funny voices. Roleplaying games are distinct in that they facilitate the creation of a story, guided not just by what people want but by rules, as well. But while there are rules, there is also an unmatched freedom in the medium to see that story grow.
The reason I wanted to discuss this here, with a focus on D&D, is that D&D -- barring Eberron's Action Points -- does not have a metagaming resource that allows you to 'undo' the stuff that happens when the polyhedrons fly. And if you don't favor fudging, the result of those little pieces of plastic have as much bearing on any particular moment or scene in the story as 'plot' or 'characterization'. So, if Joe Fighter, with his quest to defeat Evil Lord Hoodyhoo, takes it between the ribs when he's first level, that is an undeniable aspect of the every growing and changing story.