On a second read, Saelorn's post made a bit more sense to me, but I still disagree. In an RPG there is a game-fiction, a consensus, shared idea of how the world works, and IMO it is more important than the rules. The rules do not determine the game fiction because no set of rules that is concise enough to be usable can also be expansive enough to fully describe the game fiction. When the rules inadequately describe the game fiction, one should ignore the rules and go with the fiction. However, Saelorn assumes that the game-fiction is immutable. This is not the case. A group is as free to change the fiction as it is to change rules, setting, or any other element of the game.
You can certainly choose to play in a different world, with a different "fiction" that is represented by different rules. The major job of the DM is to determine those many things which the codified rules cannot cover. The rules - whether from the book, or as the DM presents their adjudication for each set of circumstances - need only be sufficiently adequate that the players and their characters would make the same decisions for the same reasons.
It's possible that the OP intended to say that, and the point was simply muddled in translation, but it certainly read to me that they were trying to appeal to the player quest for XP rather than actually intending to reflect a different in-game reality.
The major issues are
what the in-game reality is, such that the altered XP awards are a better reflection of that reality; and
how the PCs are aware of this fact, such that they can legally make decisions by taking it into consideration. If you're playing a court-style game, such that you can only earn XP through non-violent conflict resolution, then
why do you get better at swinging a sword or casting spells by talking to people rather than by swinging a sword or casting spells? And more importantly, how does the
character know that they'll only get better at swinging swords or casting spells by avoiding violence?
In terms of influencing the behavior of the character - whether you want them to focus on acquiring gold, or getting in fights, or avoiding fights - how the character
thinks the world works is far more important than how the world
actually works. But if there's any sort of discrepancy between those two - if how the world actually works is different from how the character thinks the world works - then that's just a recipe for frustrated players
and characters.