I really kind of think it is rather easier for a truly hard gamist agenda to break down in the face of issues surrounding clarity of rules. For example: the Fireball spell states (in 1e at least) that a fireball will conform to a space and always take up the same volume (22,000 cubit feet IIRC, or 22 full 10x10x10 cubes on a standard 10'/square ruled dungeon map as traditionally specified in the DMG and present in pretty much all TSR modules). HOWEVER, very few GMs seem to have enforced that rule! What happens when you do? Well, the party incinerates itself! And the players get irate, because they lost! This is a very simple straightforward case of just expecting the rules to be employed in a way that is 'expected' vs RAW. It doesn't even touch on problems related to perception.
That absolutely can be a thing, but I think that usually gets worked out pretty early by the difference between RAW and what I call RAU (Rules As Understood). Even gamist-centric groups have, effectively, unstated conventions they go by (which often will end up in house rules once someone notices that its not RAW, or alternatively everyone just adjusts to going back to RAW).
(As an example, Fragged Empire has a bleeding rule. In my hurry to read it at an early point in process, I read it as cutting in when an attribute went to zero from critical damage. As it turns out, it happens when the attribute goes to negative (i.e. -1 or worse). No one had apparently noticed the difference between what I was doing and/or took my word for it (often a mistake because, well, I'm sometimes sloppy) and what the rules said (possibly because it doesn't come up all the time) but as soon as someone on the FE Discord mentioned it in passing, I checked and found out I'd been doing it wrong and brought it to everyone's attention. Since the RAW rule was more benign to PCs, no one was at all upset, but its gone the other way too and people have mostly just shrugged).
However in the example at hand, this is still only a problem because the players and the GM aren't on the same page, and the GM was unwilling to cut any slack for that. Nothing about being gamist precludes understanding that mistakes and misunderstandings happen. Even back in my Hardcore Young Gamer days when it became obvious that I and the players were effectively using different rules sets regarding Fireball, I'd have said "Okay, this particular one time we'll have it work your way since you did this thinking it did, and the whole tactical setup you chose was based on it. But we need to thrash out whether we want to go by the book or do a houserule before its used again" and everyone would likely have just nodded and gone along.
Suppose now that the GM described some sort of air shaft, and the magic user player looked at the map and said to himself, welp, the area here is CLOSE to 22,000/ft^3 and then there's this airshaft, which will surely vent out some of the blast, so I should be safe. You can guess what happens next... I mean, this is all just basic pure gamist level issues without even considering that half the players expected something else.
Again, that's about a failure to communicate, however, which can be a problem all over gaming. Its only a massive problem if the GM and players don't recognize that things can go awry there. Again, the simple response would be "You could have asked first. Do you want to back up and change your mind there?" I mean, not to put to fine a point on it, but nothing about GMing for gamists requires you to be a jerk.
IME if I'm playing Questioner of All Things and I want to cast a spell, I darn well want to have a VERY PRECISE model of how that is going to work. So the GM or the game MUST spell it out EXACTLY, because success and failure ride on it! If they don't, if its just all losey goosey, well, I hardly call that a game, cause I can break that wide open pretty much every time! Now, the GM in that case is likely to want to stop that from happening, and suddenly we're not in gamist land anymore at all! This is TYPICAL IME. I mean, the only reason it doesn't happen is because we've already been playing together for 9 years and all this got worked out 8 years ago. lol.
Or, frankly, because the clarity wasn't as good as it could be, so you asked. This doesn't completely address the issue--its one of those cases where you don't want to just do this one-off because consistency is kind of virtue--but it does prevent it from turning into a problem from most POVs.
Still, I remember when I started a 1e game and told everyone, "hey, lets play exactly how its written and see what happens!" Right off the magic user accidentally killed off the whole party, like in the first room. That was the end of that...
Well, yes, like the unspooling lightning bolts, that was one of those rules designed to just be a pain in the ass, which early D&D was known for.