My usual byline is that you need rules for things that you do a lot of. When you advocate for DM Fiat for searching a statue or talking through a banquet, think of why you don't ask for it when swinging a sword or dodging dragon breath. Why would you want rules in one case, but not in the other?
DM Fiat is essential at some level. And it's desirable for a few people at many levels. A good DM trumps all systems, trumps all rules, and delivers a good game with FATAL, if that's what they have. DMs who are on their game can run diceless combat seamlessly, just based on "what should happen."
So the rules aren't there for the good DMs who want to gatekeep the answers to the questions. Those people don't need rules. They perhaps at most need permission to disregard the rules -- reinforcement that the game is in their hands, and that what they say goes, and that, if they don't want the skill system, they don't have to use it. They need Rule Zero, and to be reminded of it often, and with gusto. They need to be told, it's okay if you completely jettison the combat system. Everything else should still work. Have fun.
The rules that exist do so for everyone else. Primarily, these fall into two camps:
The first is a DM who just doesn't want to make those hundreds of little permission decisions in the course of a night. Deciding Yay or Nay isn't fun for everyone. Rolling dice, consulting tables, letting the unexpected happen, based on chance and unexpected abilities. Rules in this case are a safety net. They exist to keep the DM grounded, to keep the game fair, and to help answer the questions that the whole group has. "What Do You Encounter" can be a fun question for the DM, too, after all.
The second group is the tactical players. Complex, involved rules are what this player thrives on, because they derive a sort of gearhead fun from tweaking the system and seeing where it goes, and even getting the most out of the system. There's a real fun in this mode of playing for a lot of people -- just look at everyone who enjoys 4e's combat system, which is this in spades.
So the rules aren't there for those who don't want them. You don't need 900 pages to run this game. You don't need one word. All the rules are there on an opt-in basis. If you want those 900 pages of rules, you want to use them to shore up your own DMing stunts, or you want them to engage them tactically and reasonably, to find strengths and weaknesses.
So there's one easy way to give mostly everyone what they want:
#1: Assume the game uses no rules.
#2: Provide modular rules for those who want them. E.G.: "Use this system if you want to award your characters treasure without just deciding what they get!"
#3: Provide big packages of rules for those who want to use them tactically. E.G.: "Here is a replacement combat system for use with minis skirmish combat, here are several rules for how to add this to your game."
But regardless, you need to be very aware that when you decide to use rules in combat, but neglect to use rules in searching a statue, it's not because you have to do it that way. It's because you choose to. Ask yourself, when you use a rule, why you want to use it, what functional purpose does it serve at your table, how is it fun for you and the people you game with? So you roll dice to attack against a target number and then you roll different dice for damage. Why? What does that get you that simply describing the action does not? Can you imagine someone wanting that in a situation that isn't combat?