Bedrockgames
I post in the voice of Christopher Walken
I see it as a very different kind of thing.
Again, every time I see people make a blog post or a website or a "quick primer" etc., etc. about "rulings, not rules" and its attendant philosophical extensions (like "invisible rulebooks" and "FKR" and such), there is an outright disdain for the very idea of having codified rules the DM is supposed to abide by. Past adjudications are no more than a loose guideline to future adjudications, and rules written down anywhere are viewed with overt suspicion bordering on (or outright becoming) hostility.
4e did something very different with non-combat things. It created what I call "extensible framework" rules.
There are multiple clear frameworks. Quests. Skill Challenges (which, I admit, needed some polish but were much more solid than many give them credit for....it's just that WotC had an at best 50% success rate for designing them in official adventures.) Group checks. Page 42. These things provide a solid, reliable, abstract foundation--one that can be applied to nearly any situation and produce useful gameplay and (even if done merely adequately) exciting experiences as well. Learning to work with these systems requires the DM to....y'know, actually LEARN them. They can't just go off hog wild, do whatever they want, rip out mass chunks of the system and rewrite them however they like, which is what "rulings, not rules" results in 90% of the time (or more!) in both my personal direct experience with it and in the ways folks talk about it online. There really are still systems, and those systems really do have durable importance within the experience, as opposed to the "the only system is in my head", "we don't need RULEBOOKS because we have our personal understandings!", etc. that "rulings, not rules" directly fosters.
That's...always been the key, fundamental difference between how I see nearly everyone talk about "rulings, not rules" and how...systems that have rules get talked about. Rules matter. They aren't the answer to Life the Universe and Everything, but they matter. System matters. According to pretty much every "rulings, not rules" person I ever talk to, system either absolutely does not matter one whit, or it matters only in the slimmest, most diaphanous gossamer way possible, the thinnest veneer of importance when 99.9999% of what actually matters has nothing to do with system at all.
Hell, I'm pretty sure it was in this thread where someone outright told me that system doesn't matter, and that they think it's simply a truism that it doesn't, which means my position (that system does in fact matter, a lot, not infinitely but a lot) is thus fundamentally and inherently wrongheaded.
No one is wrongheaded here. People just have different preferences and like to play the game different. Sometimes even if the same individual wants different things from an RPG at different times. I like rulings over rules, but I also enjoy systems that are comprehensive and require a degree of system mastery. What I like about the rulings over rules approach, is it allows you take steps outside what the rules have defined, and to me that is as real as it gets in terms of feel (because it gives me the sense, when I am a player, that I can try anything and I am not limited by a set of pre-programmed ideas). But that said, I also love games that reward use of system, deliver objective and consistent ways of handling different things that come up in games. That does have its benefits, just as rulings over rules has its benefits. It isn't that system doesn't matter. It is more like "it doesn't always matter nor is it always the most important thing". With anything it depends on the game and the group