I agree to agree AND disagree.
I left AD&D because I felt the game constrained my imagination, too much house ruling to get a unique world up an going as well as a lot of "fluff" for the game rules didn't hold water with me.
I played a lot of different games, mostly Storyteller because almost any house rule you made seemed to add, not detract from the game. My style is pretty loose anyway. Then 3e came along and I got a weird surprise.
At first, 3e seemed to be a godsend, I could "lure" players to my table with the DnD rules, but the new flexibility of the system would let me build words my way (I could either house rule elves into racial limits or leave things stand to get Dwarven Rune Casters.) On this point, the game didn't disappoint at all.
But the learning curve, even without AoOs and minis was a lot longer than I thought it would be. I don't know if I would have DnD be the first game someone would DM. ... And I was also getting some burn out on juggling the rules. But then something cool happened.
I got Mutants and Masterminds. There is enough crunchy stuff that handle a TON! of flexibilty, yet the guidelines say you must use "common sense" above all else and the Power Source rules are a perfect example. Every power has to have a listed "Power Source" of why the PC has the power. If you have an Energy Blast that is a Mutation then a antimutegen made cancel your power out, or if it is Mystical, an anti-magic area will negate the power.
I am exaggerating but that is the gist.