This is a roleplaying game playing in a Fantasy World made for millions of people. I know many people are GMs and are used to players having to guess what for them is "logical", but its impossible to have weapon mastery which are for every human "intuitive". As someone with a martial arts background the pure idea of a "basic attack" is ridiculous, but its an abstraction for people with less knowledge, I cant expect the game be made just for people like me.
Eh, while it is impossible to be perfect things can be more less intuitive. 4e in their expertise feats seemed to do a better job of having their riders feel like they intuitively matched the mechanics to the weapons. 5.5 seems a bit more arbitrary or possibly tied to a designer's sense of balancing mechanics and a less intuitive match of mechanics to various weapons.
Is every name of a spell, and their effect, and their spell level and how the spell progresses intuitive? Most likely not its part of the content.
When they are not, it is fair to call them not intuitive.
In the end it is YOUR job as people playing the game to add the flavour in a way such that things make sense to you.
The first job is for the game design to provide a base to work with. That can be done to a greater or lesser extent.
Good! You succeeded at this part of roleplaying.
That is not roleplaying, it is an evaluation of whether the mechanics are intuitive or not.
This is not a failure, it is an evaluation of whether the mechanics are intuitive or not for me.
There are many explanations for this:
While you can come up with explanations, they do not change the design choices to be intuitive.
A rose with any other name would smell as sweet. And this is english which is known to have many overlapping words. I never thought with the name "sap" about a "blunt impact".
Sap means sapping the enemies strength away. A long sword is exceptional well in intercepting the enemies attack by attacking their arms, and intercepted attacks have less power behind them, so they will less likely harm you.
Yes, many words in English have many meanings. Sap is one of them with multiple meanings beyond sapping strength. D&D has a couple-decades-long history of using the word sap in its meaning as a blunt weapon intended to knock out opponents from behind which means for some D&D players its use as the name of a longsword weapon rider in D&D is actively counterintuitive. To sap someone is to knock them out with a sap. When I first saw that as the rider name for a longsword I wondered if it was supposed to represent hitting someone in the head with the sword pommel.
From 1e D&D:
From Basic D&D:
From 3e D&D:
It can work as meaning to sap the strength of and applying that to a longsword, but even then it is not necessarily intuitive why it is the only slashing or sword weapon with such a property or why sap goes with the specific other weapons with the property (mace, spear, flail, morningstar, war pick).
Its really not hard to find intuition behind these roughly 10 keywords.
You can search for and come up with a reason to make the design choices make sense to you but that is not intuition. The reason you come up with may even be the designers intent of what they think of as an intuitive reason, or it might be just creating a reason for an arbitrary assignment. There might be a purely game mechanics reason to balance stronger mechanical elements with weaker ones or vice versa that have nothing to do with intuitive flavor and mechanics connections. Maybe they wanted to spread around most traits as best they could so that there would be an option with a simple and a martial weapon, and a bludgeoning and a piercing and a slashing option where they could.
Especially when there are literally 100s of spells which have damage types, level, classes on which spell list it is, on top of names and effects for which we just accept that they are part of the content.
I am really not catching your point here. Do you have any specific examples? The things that do not seem to match flavor and mechanics seem to be called out as such in discussing magic as in the weapon mechanics. I had a whole thread on trying to figure out what the narrative description of the 5.5 arcane mind flayers' magic power was because the powers were mechanically specific and clear but it was not clear what they were supposed to represent narratively or how it connected to existing illithid or spell stuff.