Maybe it's similar to seeing someone speed run a video game where you mainly go for the sensory thrill of taking it slow. And you feel some pressure to get "better" but it doesn't exactly sound fun. Maybe something like that, anyway...
Personally I like to house-rule away just about everything that bugs me about any given game, if I like the setting for example. (And I also appreciate games with optional rules like "here are some ideas for making this game more heroic and less depressing for your PCs")
For example I was using one system and realized the writer didn't care very much about how one weapon differed from another, except in terms of raw damage. So I found a way to take the game in the complete opposite direction and I called my rules framework PaG, for "Play as Gun." (As opposed to playing as a character)
Every rule that the original game used for creating baroque characterizations was applied across to weaponry, and then ammunition. I started getting into all kinds of crazy smart ammo and it was a lot of fun.
This got me thinking of the idea of Ammo As Character in which you could effectively write up your ammunition as an archetype and play it as a character in the game.
That world got really cool fast, IMO. And mostly just to me. But that own-world, own-prefs stuff is a huge part of TTRPG culture.