Thing is, to make this analogy work your neighbour doesn't see the screwdriver on your bench, he sees a box. You know what tool is in the box but he doesn't, he needs to borrow a tool and so you hand him the box in hopes the contents will be of any use. Not until he opens the box and tries to use the contents does he realize just how unsuitable that tool is for the job at hand. Who's at fault? Him, for not specifying his needs more clearly; or you, for not giving him what he needed; or both, or neither?
Games can be like that, except there's three voices rather than just two. The marketing says one thing, the game rules (i.e. the designer(s)) say another, and actual end-use play says a third; and some or all of those voices may be quite obscure in what they're trying to say.