This key point brings up a question. If the aim of play is to adventure to whatever end fate brings the characters thereby creating thier story then how is needing to fudge not changing this aim to begin with?
It's a circular defense:
With mechanic X we don't have to fudge. With the old rules we had to fudge to get result Z that we knew we wanted. Mechanic X gets us to point Z in a more orderly fashion.
What determines point Z and why is it so important to get there?
Why use mechanics if certain events HAVE to happen and other events CANNOT happen at the wrong time? In any event such devices are for story telling rather than event resolution.
Not everyone has the same point Z. Heck, I don't have the same point Z from game to game.
I'm a firm believer that if you're fudging dice or rules, it indicates a failure of the rule system to give you the kind of play you want. I tend to agree, that if you don't want outcome Y, don't allow the rules to give you that outcome.
Of course sometimes it isn't so simple. Maybe its not that you don't want a PC to get killed, you don't want him to get killed by a skeleton. Or you want him to die after a big fight with the BBEG, not on the first round after losing initiative. It isn't a simple binary choice.
Metagame mechanics are one way to deal with that problem, and they have the benefit of flexibility. But there are other solutions. For example, I've contemplated a rule in Exalted that you can only be killed when Incapacitated as part of a stunt. That is, only at the end of a fight with a powerful enemy who intentionally makes a death blow. Thus, no random PC death, and no metagame mechanics either.
Player skill has been progressively driven from the mechanics in ever increasing steps since the launch of 2E and NWP/skills.
Player skill is vastly overrated. The only skill I want is 'make entertaining characters'.