Consistency makes for professionalism, and is good game design practice. Picking and choosing certain things to be exempt from ironclad rules means they aren't that ironclad, and ultimately leads to a slippery slope of "well this doesn't follow the rules, why doesn't this?" "And why not this either?", and eventually just down-spirals into debates over needing fifteen different categories for things because they don't exactly fit into one specific category. Having things follow rules, even if they are sometimes harmless in the short term, benefits something as a whole in the long run.
- NorthFireZ likes this