A corollary is that for a group accustomed to ignoring the results in some cases (in an aspect of the game, say) then those results can't inform their narrative so reasonably enough, they will not attach value to them. Were that group to choose instead to not ignore the results, value would be resumed.
It strikes me that in a way, RPGs might be analysed strictly as information systems. Real world psychological and social consequences ride on the game mechanics only in that those mechanics produce information: informing such consequences. That profoundly justifies groups doing what is right for them, as local meanings of play vary. It would be as you say valueless for a group to avail themselves of a mechanism that produces no meaning for them. For a group that said mechanism delivers meaning to, it will instead be valuable.