I'm A Banana
Potassium-Rich
Not really.
Rewriting mechanics requires playtesting for balance, errata for when inevitable problems crop up, teaching people the new rules, having to peruse every release for ways to adapt them to the new mechanics, etc.
Rewriting lore is as simple as "Drow are actually jungle elves who are nocturnal" and watching as precisely no mechanics conflicts come up and not a single bit of playtesting is needed. If you get a "that sounds cool, tell me more" from the players, you've done very well.
See? Not remotely the same thing and massively easier to ignore lore.
If you set up a strawman, you're not exactly proving anything by knocking it down, are ya?
Consider that at some tables, rewriting the mechanics doesn't require any of those things. They're all superfluous. Hey, I just plugged two new ability scores and a half-dozen DMs Guild class options into my new game, who cares how balanced they are? I'm the DM, I make the judgement calls, as long as we're all having fun who gives a toss whether you kill the necromancer in five hits or in seven? Hell, maybe I don't even track HP, I just declare something dead when it seems like people are getting bored of fighting it. Attack rolls? Never figured they were necessary, my group just rolls damage. Game works like a dream.
Consider that at other tables, "Drow are actually jungle elves who are nocturnal" is met with, oh I don't, now, someone saying, "Well, they're not really Drow then, are they? I mean, maybe they're fun and all, but they're not what anyone would call Drow. That's just not what Drow are. Never have been."
What you're illustrating here is that you personally care more about mechanics than about story. That's fair enough. Even expected on a site like ENWorld. But that's also not the way everyone plays the game.