Except that for all of those things besides games, avoiding any such reveal consistently and almost universally makes them better, and nearly any sacrifice necessary to avoid such reveals is worth making.
This is true for RPGs, too. Well, more precisely, it's true for why some people play RPG's. My guess is, it's true for a rather large portion of D&D's audience, even if most of them can't exactly articulate it like this.
Actively sabotaging the functionality of rules in order to never, ever let someone think they're playing a game will destroy the ability to play the game effectively. It will still be "playable" because "playable" is a below-rock-bottom, Mohorovicic-discontinuity standard, but it will actively and aggressively prevent enjoyable gameplay. Games need rules, and unless you're playing Mao, players need to know the rules in order to play.
Who is proposing to get rid of rules entirely?
The suggestion is merely that it makes sense that some people playing a game would like to use the rules like paper, or like a camera, or like paints, or like a stage. That for them, the game is there, and it's useful, and you can use it in fun and interesting ways, and it supports the whole work, and puts some interesting creative constraints in place, but it's the medium that the story is told through, not the story itself.
You can never not have at least some awareness that you're playing, unless you're genuinely deceiving yourself. Hearing a story told, or watching a movie, etc., you can at least pretend that the tale is not constructed by the teller, that it's a genuinely faithful recounting of a real event. Playing a game, you are necessarily using rules to affect the game. There is no physical or mental possibility of believing that an icosahedron showing 20 is faithfully recounting the tale of a warrior landing a telling blow against his enemy.
Yeah, we can all see the wires Peter Pan uses to fly, we all know the dude in the leotard isn't actually a cat, and we all understand that a tree that you paint onto a canvass will never grow and die.
But humans are imagining creatures, and if why you pick up D&D is to do something narrative with your imagination, seeing a die roll a 20 becomes, in the narrative, a warrior landing a telling blow against his enemy. Just as reading the sentence "the warrior landed a telling blow" becomes an image in your head when put into the context of a novel, and just as a splash of red paint becomes the blood of a warrior in a painting, and just as two people flailing foam swords at each other on a wooden platform in a dark room on a perfectly nice Saturday afternoon in Springfield becomes a duel to the death for two rivals in a far-off land that never truly was.
For a lot of people who play D&D, the rules are mostly the tool you use to tell the story with your friends. The game is the medium. And like with any medium, it affects the stories told through it, and you can also tell stories with it that are kind of ABOUT the medium itself, but I don't think most D&D tables are looking to create the fantasy RPG equivalent of John Cage's 4'33". I think a lot of the time, a good chunk of the player base just wants the rules as a space that is used to tell a story. That space isn't nothing. It's not silent. But it's also not the focus. It's the thing we all mostly pretend isn't really there so that we can enjoy the story being told within it.