I adressed this in my post. Consistency in the gameworld doesn't require treating the mechanics as an infallible guide to ingame power. For example, the mechanics can be interpreted as giving effect to certain narrative conceits (such as that the PCs are the dragon slayers of the world). Other examples are given in the replies to Irda Ranger below.
There are a lot of threads in which non-simulatoinist play gets described as not having a consistent gameworld. This is not true (and, to be honest, comes across as a bit derogatory). What is true is that non-simulationist play does not use the game mechanics as the measure of consistency in the gameworld. That doesn't mean the gameworld is inconsistent.
No one is disupting that. The question is - what do those numbers mean in the gameworld?
You did not really adress it. Let's make another example: The PCs get drunk and start a brawl in an Inn. The town guards absolutely trash the PCs. They knock them around and out, and throw them into the jail for a day. It is no contest.
A day later, the mayor calls the heroes, and asks them to defend the town against a marauding ogre. The town guard can't handle the ogre, and will defend the twon while they go out and slay it.
Anyone in my group, and I suspect in other groups as well, would not accept this as anything other than an attempt by the mayor to kill the Pcs. If the guards can trash the PCs, then the PCs are not suited for tasks that could trash the guards.
Narratist this or that, even a play or novel needs internal logic. If the PCs can slay a dragon, and then in turn are bested by a drow patrol, barring special circumstances such as ambushes or special "dragonslayer" feats, tools or powers, then the drow patrol should manage to slay that dragon as well.