I'm curious. I know this won't map perfectly but we're so far apart from each other that perhaps we can get some kind of reasoning analog for better understanding. To those that feel that alignment is a mandatory nexus for D&D Paladin play, which of the following game adjudication dynamics is "most" (not perfect) fitting with respect to your position of hard-coded alignment and GM ethos arbitration:
1 - A professional sports organization's drug testing policy whereby positives yield fine > suspension without pay > ban.
2 - A soccer referee's yellow card/red card protocol for rules violations.
3- A coach's training camp and in-season evaluation that yields game-plans, starting lineups and overall playing time.
1. Easily.
To me the alignment restrictions on paladins LIMIT dm abuse. We all have different moral codes. Recent TV shows like the shield, 24 and walking dead bring this out publicly the way that gaming groups have done privately since 1e. People who all consider themselves "good" with good intentions approach conflict with evil in very different ways and with very different priorities.
Some people will accept varying degrees of evil to achieve their ends and some people see no evil at all in actions as long as they achieve a good result.
So long as we have magical powers that rely on good or evil someone must be the arbiter of what is or is not good and evil. Else they lose their flavour and dramatic weight.
Some games leave that up to the player to justify or use metagame resources to make his personal good into objective "good" that qualifies. Some games leave it totally up to the GM, and some games like traditional D&D give a strong guideline and then leave the fine details up to the GM.
To me the third way is better. None of the ways are without serious potential flaws but the 3rd way avoids the most out of game conflict and in game immersion breaking insanity.