In some games, Rules are Physics
The physics of a world define what happens when an object is dropped, a person is stabbed, or almost anything that goes on in a world. A game where rules-is-physics is one where the rules of the game is the only thing that determines what happens in a game.
In most board games this is the assumption; the rules define what you can and cannot do, and anything the rules let you do happens.
If in a board game, the rules say you can sell a chicken for 2 gold and buy a chicken for 1 gold and do it as many times as you want, you get as much gold as you want by doing the cycle.
D&D isn't a board game
D&D is primarily a role playing game of improvisation. The players create characters in an imaginary world shared with the DM. The DM describes the world. The players describe what their characters do. The DM describes the result.
The basis of D&D was the DM making up rules on the spot most of the time. Random numbers and dice were used as it was a fun way to keep things unpredictable. When a player wants to check a chest for traps? Well, the DM says "roll 1d6", the DM says "on a 1 or 2 you find a trap, otherwise you miss it".
Those rules got invented by the DM, then written down; having a record of rulings meant the world was more consistent. Over time, the written down rules got polished. What more, the DM would sometimes write rules down before the situation occurred.
Early D&D was gonzo
It had piles of mechanics and optional rules and suggestions for how to resolve a situation. Spells were vague about what they did; a spell that put you to sleep would just say that, and there was no "sleep status" to refer to. They were asleep; what did that mean? Well, guess. Maybe they'd fall down and hit their head and wake up, maybe noise would wake them up, maybe they'd be easy to kill -- but if it was a giant, maybe not.
Complex charts still existed, but honestly people picked and chose which rules to use in their games.
D&D developed towards Rules as Physics
Over time the rules got polished and covered more and more cases. Around the 3e era, there was a tendency for RPGs to create "universal systems". And the d20 system of 3e really tried that. DCs for most actions were codified, from changing an NPCs opinion with diplomacy (take a -20 to do it in a single action) through to jumping distances and the hardness/HP of materials based on inches of thickness.
In practice, it did a mediocre job of it, as game rules trying to act as physics for a world always falls apart. But if you didn't push it, you could feel like it was a complete set of rules for how the world worked.
A popular D&D webcomic, "Order of the Stick", started off as a set of jokes about D&D rules as rules of physics (and that remains a part of the storyline).
4e and reskinning
In the 4e era, reskinning became core. An ability did certain mechanical effects on the world. The flavour text could be ignored or rewritten. The prone condition, when applied to a snake, led to the snake suffering from the same mechanical effects as applied to a titan; the DM was supposed to reinterpret prone to mean some in-world effect that gave the same mechanical effects instead of a gelatenous lying on its side (or whatever). Maybe it was jiggling.
This was a partial break from rules-as-physics; in that the rules happened, and the DM was supposed to improvise the physics, tell a story around the rules.
Modern D&D
In the 5e 2014 and 2024 era, the game rules were made a lot more similar to early AD&D and pre-AD&D rules. We had some remants of the 3e/4e era with defined conditions.
You can see this in a number of spots. The rules for the grid? They were optional. The core rules were actual distances; the grid rules were ways to quickly adjudicate on a grid to simplify things.
In this situation, the rules of D&D are meant to help the DM. The prone condition and attacks that knock something prone are supposed to give the DM advice on what happens when someone is tripped.
If you trip something like a gelatenous cube, even though it doesn't say "immune to prone", the DM is supposed to say "well, knocking it over does X", regardless of what the prone rules say. The action - knocking it over - occurs, but the DM determines the effects.
Similarly, the Ready action exists in order to help the DM decide what happens when someone prepares to do something in response to the situation changing. If the result of the Ready action mechanics makes no sense, the DM is supposed to make it make sense.
The same applies to all of the other 5e rules; the DM runs the world, the rules are meant to help the DM determine what happens. When the rules don't make sense, the DM is supposed to decide what happens instead of blindly following the rules.