And, honestly, my position doesn't intersect with number of rules all that much. I tend to play games now that have much, much lighter rules systems than D&D has /ever/ had, and none of those games try to rely on RAI - everything rules-wise is laid out in pretty direct mechanical language. Take a look at Fate Accelerated for an example of such a game. Contrast with lighter versions of D&D - they replace mechanical weight with "situational" weight (for lack of a better term - I refer here, again, to the need to make a ruling instead of just resolving a rule).
Let me put it another way; I'm talking about the difference between Rules and Guidelines. Rules should, given one input, have exactly one output. Guidelines allow for more variance. When I purchase a game, I want a RULEbook - I am pretty capable of handling the Guidelines myself. If I just wanted Guidelines, I'd just do collaborative writing exercises. I buy a game for the structure that Rules provide.
TLDR - YMMV and all that, but if a game is going to have lots of little exceptions - like every edition of D&D - obfuscating their mechanical implementation seems like a bad way to speed up the game.