D'karr
Adventurer
That's a good way to put it. Maybe saying not stupid, not silly, or not nonsensical is a more succinct way to explain it.
What might be stupid to person A, might not be so for person B. So calling it "realism" is actually counterproductive because it obviously has nothing at all to do with such.
Since it's all a matter of preference, then I prefer for the game to keep that portion of the "realism" in the hands of the people that are best at defining it. The people at the table playing the game. I don't want the designers version of "realism" to be the part that hampers the "realism" at my game.
So many people have provided reasonable explanations for these "corner case" powers that supposedly break the "realism" meter for some people that I tend to conclude that those still having a problem are simply spending more of their time looking for ways for things not work. If I spend any time at all on it, I spend my time looking for ways for things to work, and it's considerably less straining.
Just because the "rules" don't spell something out, does not mean that I can't spell it myself for my game table when needed and wanted.