What billd91 and Kamikaze Midget said.
There's also a lot of Forge waffle being cited in this discussion and in my experience things go south when that happens, so I'm going to bow out of this particular conversation before it does. Thanks for the discussion!
That's a shame; I have trouble wrapping my head around that point of view so I like to hear more about it.
One of the other values I see for rules is that they add some texture to the world: spells are cast like this, orcs are like that, fighters can do these things, etc. It satisfies the "Who's stronger, Wolverine or Spider-Man" question. This extends into treasure tables, random encounter tables, and all those neat tables the 5E DMG has. Even if the resolution system is subordinate to the Goals of Play, the other rules make the game world come alive.
(Though you don't need to do that in order to make the game world come alive.)
Anyway. I'm designing my own game, only slightly based on 4E at this point. I'll sblock it because it's kind of a tangent.
[sblock=Using rules]One of the things I wanted to do was to make sure that the player's choices would change the setting. I didn't want the players to have to make a concious decision when playing to change the world - I wanted them to focus on typical D&D play: going into dungeons, defeating traps & monsters, interacting with tricks, getting loot; generally, just adventuring. I didn't want to have to determine, as DM, how much the PC's actions changed the world and in which way - part of it is being lazy, part of it is wanting to be impartial, and part of it is wanting to be surprised.
What I did was create a "cycle of play" where the PC's actions would naturally and organically change the setting, a reason for the PCs (and their players) to care about those changes, and a way for the information about how the setting changed to be relayed back to the PCs. This came to a head during last weekend's game: the PC's activities consisted mainly of adventuring in a nearby dungeon, and in the course of doing so they founded a new settlement, saw another grow and their position there change from strangers to leaders, and one NPC organization gain power while another was sent into turmoil.
The nice thing about it, from my perspective, was that none of us playing the game had to focus on those things: they just seemed to happen as a result of playing the game and following the rules and procedures for play.[/sblock]