No, it's not. It's some objective observations combined with one actual preference. And the fact that it is in fact not just a pile of feelings and preferences is I think also demonstrated by the fact you make no attempt to demonstrate that the claims I made were erroneous or subjective.
The real preference is the claim that things are more fun when the imagined shared fantasy world is engaged with in a way that makes it feel more real, in the sense of we can all imagine what is going on in the shared fantasy world together, seeing and hearing in our mind what is happening in the fantasy world based on what is happening at the table.
And if that isn't your preference then fine. You can say in response, "Well I don't care whether the process of social interaction has no more in common with conversation and dialogue than rolling a dice has with swinging a sword", then if that is the case, then there really isn't an added advantage to having transcripts of actual conversation and dialogue in as far as it would impact your enjoyment. But what you can't say is that it is merely a feeling on my part that actual conversation and dialogue is more like conversation and dialogue than rolling a dice. That's not a feeling or a preference.
Once again, the fact that you aren't actually addressing what I said is just demonstrating to me that the problem with my argument is that you don't like it and not that it is wrong. For one thing, I never said anything about this being the only correct approach or that anyone had to play my way. That's a poisoning the well sort of a attack that has no bearing on what I said or what I believe.
I think hit points are the best mechanic for simulating injury in a game, but I'm currently playing a system that lacks them. Why? Because, while I do think in the ideal world hit points would be better for the system than not having them, inventing a whole system is hard and redoing a system in the middle of the campaign probably unwise. I'll probably address a WEG D6 system with a Traveller style character burner and something more like hit points in some future iteration of my play. Don't let the perfect be the enemy of the good. And of course, if no one cares about the advantages a hit point provides, they are welcome to play without them.
Likewise, if you want to go some other way and try to have elaborate social combat systems and unified mechanics, feel free. But I am telling you that the design adopted traditionally isn't arbitrary and that there are real serious design concerns that tend to pull a game towards rules heavy combat and rules lite social. Maybe at some level there is a preference there, but so is say a kiss over a slap to the face. I recognize those preferences aren't universal, but they are pretty common.