First character: A brooding loner with a tragic backstory, full of obvious parallels to my own life.
Second character: Yes these mechanics I’m combining are wildly mismatched, but my backstory explains it all.
Third character: A centaur that I play as a cab driver. Work in references to Taxi Driver, Cash Cab, Fake Taxi, etc. 100% dedication to the bit at all costs.
Fourth character: Mysterious backstory and ominous foreshadowing throughout the campaign, all leading up to the moment in the final session when I unleash the pun that the entire character was built around.
This argument just dismisses all criticism of the rules and implies that the “game” portion of the role-playing game is irrelevant. By that logic, the design of D&D 5e (and every single rule and mechanic in it) is no better or worse than any other game, including stuff like F.A.T.A.L.
If the rules don’t matter, why bother? Why buy books, learn a whole system, and go through the effort of trying to use a specific RPG instead of just doing free form role-play?
If they do matter, then they can and will impact the quality of your experience in positive and negative ways. They can be well designed, easy to understand, and effective at serving their purpose, or they can be poorly designed, incomplete, confusing or nonfunctional.
Sure, you can ignore rules when you don’t want to follow them, and you can do your own thing and homebrew it if you like. You can also ignore the ending of a book and write your own headcanon, that doesn’t mean that there isn’t any point in criticizing bad writing.
To put this another way, why have rule books and a character sheet with all those numbers on it? Why not just flip a coin whenever you want uncertainty about an outcome? Would a game with only that mechanic be just as effective as D&D at providing the type of experience that D&D is trying to create? If not, then why not? What makes the big complicated mess of rules that is D&D better than my single rule RPG?