That made me think of a fourth category of RPG play that necessitates rules
4. The subversively creative, where participants desire to work creatively within the game's limits, including subversively and with inventive interpretations of the rules.
Griefing falls into this, but so do some strands of optimisation and benign departures from the ordinarily anticipated play. The general idea is that the constrained freedom of play within rules is employed in ways that are often far from - or ignore completely - what designers intended. In Suits' framing I would describe it as accepting the lusory means, but adopting deviant prelusory goals.