1st Edition DnD had hardly any rules. Just hit vs THACO. Roll weapon damage. 100% DM arbitration.
Players reponse: It had so little guideline, players want more rules to do more stuff.
2nd Edition to 3rd Edition: Rules for many situations starts to appear. What once was arbitrary decision made by the DM based on common sense, now is governed by rules to cover many situations.
Era of "Rules" begins. Common Sense is out the door. DM arbitration out the door. Rules, rule and Players wants more rules to cover more situation.
4th Edition: More rules, rules and rules. Rules are implimented even into combat with At-Will, Encounter, Utility, Daily powers to give players sense of choice yet bound by its own rules.
DnD realizes evolution of player attitude; turning a game book into set of Law Books, always demanding clarification, more rules to cover ALL situations. Dnd realizes this is not possible and realizes this dangerous trend, and repeatly writes in it's books, "It's a guideline".
5th Edition play test: Less rules..., and more power to the DM.
Player Responds: Game is retro. Going backwards.
NO other table top role playing game has this problem. Players doing stupid outrageous things if not governed by rules except in DnD. And I played a lot of them. I think it is intricately tied to DND players.
What is DnD to do?