I've voted for This DM is so cool, but again, that's far more extreme than I mean it. At the end of the day, it depends on the DM a lot as well.
I've played adventures with no combat (Living Rokugan modules spring to mind, albeit that their not d20), and in those sorts of adventures it simply doesn't matter that much whether you're playing 'broken combo x' or not.
I'm not one to worry about game balance generally anyway and will try and tailor adventures to present a challenge to the party. So if you've got a party of broken combos then you throw harder encounters at them. And if you've got a party of bards (I've played in one, in the Greyhawk band 'Cold Iron Maiden', although not DM'd it) then you can tailor it down.
Anything goes doesn't necessarily mean broken either. A DM that knows his players might go with anything goes because it means that his players can play to the theme that they want to play to, rather than finding something broken, and a player can play the Mind Flayer Dread Pirate idea that they've always wanted and another can play his Hazodee first mate.