The thing I find strange is that the OP's example is exactly the type of situation I'm referring too. The OP is asking a game designer to decide what getting arrested means in game where each DM is playing in different areas of different worlds on possible different planes. The DM should decide what getting arrested means wherever they are, not a rule.
That's why I find it strange that the claim that clear rules don't require heavy rules. Yet the example implies they do given the number of possibilities getting arrested might entail. That's why it's left up to you. What does getting arrested mean in the area you're in? You should work that out yourself according to the available information for the area. No rule should have to tell you how to do that.
Then you should read the OP's posts again.
The alternative to vague rules are not only heavy rules but also suggestions.
For example no table for carousing with entries like
"01–10
You are jailed for 1d4 days at the end of the
downtime period on charges of disorderly
conduct and disturbing the peace. You can pay
a fine of 10 gp to avoid jail time, or you can try
to resist arrest"
Instead, you have a list of possible events during carousing with a suggestions how to handle it.
"Arrest:
Punishment for disorderly conduct tends to be light. Depending on the size of the town or city punishments can include a short jail time (1d4 days) in a dungeon, public shaming or light beating. Sometimes the guards will resolve the situation directly with violent but nonlethal means which counts as punishment and no further actions will be taken. It is generally possible to escape punishment by paying money, either as fine or bribe (around 10gp). High fame (generally indicated by level or visible exploits) protects against being arrested for minor infractions.
Jail time usually involves being locked into a community cell with poor heating and food (Only long stays of several weeks should have an impact on the PCs health. See the table of diseases for ideas). Other races might choose different cell designs to account for racial abilities (for example teleportation, etc.). In jail, the fame of a character should indicate if he is harassed by the guards or if some of his possessions are stolen. It is possible to meet contacts from the local underworld in jail, but usually the influential members are not put into community cells which is reserved for small crimes.