If a system requires you to fudge the rules as a matter of course, then I'm not such a big fan of the system.
This is a absolutely reasonable position. I don't think there is any way it can be argued against.
However, I think my counter-point is also reasonable:
If a system thinks it can cover ever contingency within the covers of a book and never expect any fudging, then I'm not such a big fan of the system.
What I want out of an RPG is immense. Honestly, it probably is not humanly possible to truly design the gold standard of what an RPG would be to me.
"The system" is the game side of an RPG. What the players bring to the table is the "roleplaying" side of an RPG. Those two pieces must touch. And if fudging the system side is not permitted (or is simply minimized) then it is the RP side that must take up the slack. I think this is the same divide that has been a theme of many of my posts in this thread.
Andy said of prior editions: you "get an interesting simulation of a D&D world but not necessarily a compelling game play experience" There is the EXACT same divide. The "simulation" is held in balance against the "game play".
Come and Get It, as an example of the general approach, was discussed and the expectation that the players will look at their mechanics (game play) and then define a role play response to fit. ("pop quiz roleplaying")
And, again, there is nothing whatsoever wrong with focusing on the game side of RPGs. I don't claim that. I just claim it is different.
I consider myself a "gamer". If asked if I was a gamer, I'd say yes without pause. But, maybe I'm wrong. I play RPGs. I have a small stack of board games. I enjoy them on occasion. But they can easily go months untouched. I basically play RPGs. And I've changes game system many times over the years. But I don't tend to bounce around. I generally play one system. And all these facts have the same reason. The *game* isn't that important to me. It is the creation and roleplay that is paramount to me. That is what I love.
I am far far more likely to be found detailing a minor npc or even inventing a short historic narrative around them than I am to be playing Pandemic or Arkham Horror. (both games I have and enjoy, on occasion). These things, nine times out of ten, don't even impact events at the table. That isn't their primary purpose. Their primary purpose is the joy it gives me.
I love playing with a group because I love seeing my creations come to life with others.
I love playing with a group because I love seeing other people change my creations is cool and unexpected ways.
I also enjoy playing with a group because the *game* is fun.
But the first two are the key.
"The system" is a matrix for creating a reality. It is the backbone. But there is no system that can live up to my expectations. 3E doesn't meet my standards. PF doesn't meet my standards. 4E doesn't meet my standards.
Fudging is needed. Trying to build a system that avoids fudging is missing the point, for the experience I desire.
I can easily see how someone who is more into "a game" is going greatly prefer a system that doesn't anticipate a lot of fudging. And 4E allows unlimited roleplay capacity on top of that solid game foundation. So you have a great game and all the roleplay you could want.
But it isn't giving me the things I want. At least, not nearly as well as some other systems.