I haven't read the full 7000+ posts, so sorry if this is repeating something already discussed to death. But on the topic of "Realism", "In game logic" and "Plausability" I think I have a valuable perspective that I haven't seen here: These are all about player expectations.
In order to competently play the RPG, players need to have some basis to judge likely outcomes of their actions. If their actions consistently has completely different outcomes than the players envisioned, there are no sense of agency.
In this perspective the relevant terms are just about the source of their expectations. "Realism" is about expectations that come from their understanding of the real world. "Internal logic" is expectations that things already established in the fiction is not contradicted. "Plausability" is about how the players understand causality patterns.
With an understanding that the key value in these lies in expectation management and why that is important, there also lies the key in recognising when these can be down prioritised. In a game that is leaning heavily into strategy and players trying to make good moves to "win", pulling the rug under their expectations can quickly feel like "cheating", and preventing them from playing competently. However in other groups that is more into experiencing cool situations, subverting expectations might rather be a welcome touch to spice things up.