Nice rant!
I'd kinda agree, I think trying to make a world that has fantasy elements and trying to make it all scientifically accurate is a futile exercise. Lots of it is going to be completely arbitary - i.e. How does magic interact with the conservation of energy?
I think having some science is good. I like it if gravity works, wood burns, water freezes, etc. If they don't I like that to be made really clear so I don't do anything really stupid! More detailed stuff I don't mind about BUT...
I think the problem is that people have 'pet subjects'. For example, one of my players is a former military guy, with a strong interest in firearms. Any game with a firearms system that clashes with his knowledge is somewhat 'spoilt' for him. He can still have fun with it, just can't quite get it out of his head.
In
wingsandsword mountain range example I could understand it if the player doing the questioning spends a lot of their time studying geology (a PhD for example) - geology is so ingrained into them that they can't help looking at a setting from a geological point of view. Personally I'd prefer it if they found some way to justify my 'freak mountain range' rather than dismissing it as 'impossible'... From a DMs point of view, it's probably easiest stopped if you ask them for their input while designing the map?
I think that you really have to tailor what you're going to detail down to the group... It's nice if you can guess what they're going to 'pick at' and have a more interesting answer than 'it's magic - don't think about it or your head will explode'

At least detailing the type of magic I'd say!
One method I did like was Ars Magica - a lot of 'science' in that game works as people thought it did at the time. For example, diseases are caused by 'demonic infestation' - the spells to cure them are very similar to the ones you use to banish demons. Which I find quite appealing and use in most of my settings now!