Sigh.
Again, for the umpteenth time. A game becomes simulative when it provides ANY actual information about how a result was achieved. ANY. Not every, which is the strawman that keeps getting repeated over and over again.
ANY.
Is that absolutely clear. Do I need to explain it further? A simuationist mechanic MUST PROVIDE ANY information about how the result was achieved. If the mechanic does not provide any information, then all narratives are 100% equally legitimate as far as the mechanics are concerned. Sure, the table might prefer one interpretation over another, but, that's just a table agreement. That has nothing to do with the game.
Since D&D mechanics never provide that information, I reject the idea that they are simulationist based. All we ever get are the results. Then they shovel off any actual determination onto the DM to provide a justification for that result. And the only parameters of what the DM determines is whatever the table finds acceptable.
And people can make all the claims they want about "my world runs on internal logic" all they want. I simply do not believe the claims. No DM ever runs a world on the internal logic of the world. It never happens. Because we all want to have a fun game. And as soon as that priority enters the picture, "internal logic" takes a back seat. We add factions because we want conflict. We add dungeons because we want interesting things to explore. We choose result A and not result B because we think it will be more interesting at the table. No one EVER chooses to be boring as a DM. At least, not a DM who wants to have players.
If your world actually worked on internal logic and not "make this a fun game", then most of your campaigns would be mind bogglingly boring. Because, frankly, that's how most worlds would actually work. But we don't run on "internal logic". We run on Narrativium. We want excitement. We want adventure. It's a heroic fantasy!