So, how deep should the "why" be answered in actual game design? Why don't characters choke on dust from ENDISWAL use? Why don't potions break when they fall on the floor? Why don't monsters chase characters? Why don't we see characters actually wearing the equipment they have and swinging the weapons they have?
Why do I keep poking you? Well, I prefer "why"s to be interesting in content, not in writing only, and that requires one asking to know the subject he's talking about in some detail. Like, for example: "why is lvl 3 foo able to kill lvl 7 foo?" - if you call that an extreme incident, what do you call "several different lvl 1 foo killing lvl 10 boss foo consistently"? Oh, wait, you said it was not a part of your opinion, since you didn't know about it. I am sad that you used so many words, and well arranged words, to express a "why" that boring. It reads almost like a great, epic, inspiring (no, this is not an attempt at sarcasm) saga about washing dishes.
...I do wonder if I should stare at
this instead of writing that all.
P.S. I'm honestly at a loss about your P.S. - would you mind to elaborate a bit?