Well, I'm not
@Hussar, and I can't claim to have followed every post up until now, but I'll have a go at it.
Simulation is an important method of communication. I will posit this: the rules of a TTRPG are incomplete. It's one of the factors that separates a TTRPG from a board game or a video game. There will be things in a TTRPG that are assumed, unsaid, or otherwise simply left out of the rule set that will be filled in later by a GM or the players. And, back to the original point, simulation is a way to communicate actions, reactions, and expectations beyond what is explicitly stated in the game rules.
One example of this is gravity. Very few TTRPGs have rules that are so complete they define gravity (what it is, how it works, exact calculations for acceleration, etc). Yet, in most TTRPGs the players can assume that if their (normal, human, etc.) character walks off the edge of a cliff, they will fall down. Unless otherwise explicitly stated by the rules or by the DM, the assumption of a realistic simulation of gravity clearly communicates to all involved the basic reaction of something falling if its weight is no longer supported.
Further to this example, what type of reality is being simulated can be used to communicate by having things in the game interact with gravity. Suppose the players watch an NPC walk off a cliff and
not fall down. Knowing what is being simulated in the game will communicate things to the players. In a fantasy simulation, it communicates that magic is probably being used. In a superhero simulation, it communicates that defying gravity could be a power of the NPC. In a cartoon simulation, it communicates that the NPC hasn't looked down yet. But in any case, awareness of the simulation communicates details, even without explicitly saying everything that is going on.
The stricter a simulation is (whether it's simulating reality, fantasy, etc), the more everyone involved can rely on non-explicit communication from expectations. The looser a simulation is, the more a game will rely on rules, rulings, or other explicit communication so that everyone knows what's going on.
This isn't the only good thing about simulation, of course. But it's one that I feel is often overlooked.