Actually, I did that a few days ago. He's not really interested in what the masses have to say. He thinks the rule is bad, and until I can convince him otherwise with a logical argument that addresses the reality of the issue, he's going to continue to think the rule is bad--and the rest of us are all crazy for allowing it in the game.
I think I know why he isn't interested in the opinions of others:
It's easier to convince a single person of something stupid than it is to convince plenty of people. He isn't interested in the opinion of others because he 'knows' he's pretty much alone with his opinion.
To be honest, I've used the same tactic quite often: I usually try to argue with the DM while the rest of the game group is not present. It's a lot easier to convince the DM of something when there aren't any dissenting voices present. Of course I'm only doing this because I wouldn't want to interrupt game play...
It's an exceptionally bad idea to trick a DM into a rule change he's later going to regret, though. From time to time you can even read posts from players who boast about how they managed to sneak broken stuff past their DMs.
They most often manage to do this by pointing out how their interpretation of the rules is 'much more realistic' or 'makes more sense'. So, when I read these signal phrases, all of my alarm bells go off.
Of course I might be completely off since it's difficult to judge when reading about someone on an internet forum but I really wouldn't waste my time trying to convince someone who isn't interested in being convinced.
Rules in a game can exist because of a variety of reason: realism, simplification, balance, etc. But every rule is there for _some_ reason.
RPGs by their very nature have more flexible rulesets than other types of games and tend to invite discussing the rules. But that's why there is a DM to make the final verdict. A player judges the rules from a player's point of view, the DM has to look at the whole picture.