Well, TTRPGs have a long tradition of having key play being structured. Early D&D could be played as a pure mechanical dungeon crawler with no negotiation (as demonstrated by the relative ease of computer adaptations). I can easily see a TTRPG being deviced so that hardly anyone would want to go outside the scope covered.
However as long as there are some way to break out of it, that way need to be handled. And before you know it there are some sub culture playing the game almost exclusively using this break-out handling, while treating the wonderful structure you built up as a mini-game to be mostly avoided