Regicide said:
Yes, this works perfectly. Player's LOVE getting screwed out of loot, just LOVE it.
Player1: "That drow had heavy armor and we found out he had an AC of 34, that must be some armor!"
Player2: "We check the armour to determine what the plus is on it! Happy days!"
DM: "It's mundane armour."
Player1: "No, it's not."
Player2: "I'm a bloody drow, I don't get innate +6 to AC, and there is no feat I can take that would give that to me, the armour is magic."
DM: "No, it really isn't."
Player 1: "Stop trying to screw us out of our rewards, you suck."
If the rules can't model a consistent world, the rules have failed.
WRONG! Because if said drow's AC was actually super high (say, the solo at the end of a dungeon crawl) then a treasure parcel is near at hand. He may actually be wearing magic armor (which the PCs could then take) or there might be a magical sword being held by the drow, or there might be a bounty on the drow's head. But if a 13th level party killed a Drow Blademaster, the response would be "huh, he was kind of tough" not "OMG Super awesome AC!". An AC of 30 is right in line with the proper AC for a level 13 elite skirmisher (level+14+2=29), which means that the party has been facing AC 30 foes for a long time. Nothing about an AC of 30 shoudl be that wierd, after all 4E characters (unlike 3E ones) actually DO get giant bonuses to AC for no apparent reason other than it makes them level appropriate.
What's really funny is that your theoretical players are actually applying 1E and 3E concepts to 4E, then complaining that 4E doesn't follow them.
1E: Any really cool magic item you encounter has to be used ON you first (this is VERY 1E, where if you want that sword of sharpness you've got to get a few limbs chopped off first, with the DM chortling all the way)
3E: Character power is directly proportional to the amount of money they've been able to acquire and turn into magic items. Therefore a dungeon's "treasure" hasn't been properly acquired until everything in it has been stripped bare. Players have always been taking Adamantine doors off their hinges and carting them away, but only in 3E was there the obsession with killing someone and then stripping them of everything that could possibly be valuable (since pound-for-pound, medium full plate is more valuable than platnium!).
4E partially goes back to the 1E concept of "treasure" being big chests of gold pieces, or ruby eyes in statues, a magic sword in the hands of a statue, or a small chest with a magic ring. It also goes with the 3E concept that the amount of treasure and magic items a PC should have isn't "whatever the DM feels like" but should follow some kind of laid out progression. Remember that 4E is very rigid about what the end result should be ("between 3rd and 4th level, the PC's should gain X amount of treasure") but the
way that you grant that treasure can be as varied as you want.