>But you seem to be in denial that some systems don't NEED tweaking to be perfect for what you want to run.
I think I can argue that any system can be tweaked and improved, and that's not something that people should be afraid of. Ultimately, there is no "perfect" system, and that if you want to argue that there is a system out there that is absolutely "perfect" for a game you plan on running, then I can call you out on a technicality. But, in the interest of appearing earnest, I won't fault your language.
It all sounds like you largely agree with me. Some systems work better out of the box, but there's also no reason a system can't be adjusted to suit your needs. The latter part is important.
I think the argument lies partially in that you're exaggerating how difficult it is to work with a system. Adjusting a system, any system, is often just as simple as selecting parts from a list.
Don't like HP bloat? That was a big concern with 4e, which is why you can select the "Easy HP patch", which applies reduced HP and increased damage for early monsters.
Or, if you don't like it in 2e, then you can choose the "Wounds System" that applies a less abstract system.
It's really quite easy, and really don't even require formal rules if the GM doesn't particularly like them.
I don't want to sound like I'm saying to use some D&D for every kind of game if that's not your style, but what I am saying is that it's really not all that hard to do so if that happens to be your fancy. Hell, for every single obstacle you can come up with, I'm certain that you can far more easily come up with a simple solution or alternate rule, even without looking to see if there is an official variant. And, not just for D&D.
Of course, this might just me not recognizing that some people have difficulties working with systems quite so easily, but if you are here willing to argue about the merits of a system, surely you have enough ability to retool one without much difficulty, right?