I suspect that you are right - this may well be the way a lot of games go. However it does come with a significant downside in that it removes a lot of the flexibility of GMs and players to arbitrate rules and change/invent things on the fly, which for me is one of the major strengths of RPGs. D&D 5+ is already heading this way with classes and powers predefined (pretty much the nature of a class system) in a much more constrained way that 0e, 1e, 2e or even 3e did. I don't mind 5e - it works well, but it does tend to shoehorn people into what the rules say, and once you've got a hard-coded rules implementation it starts becoming difficult to change things without unintended consequences and/or people saying "but that's not what the rules say". I play a lot of board games, and I am quite happy there to thrash out the exact meanings of rules, in RPGs not so much as I prefer them to allow for creativity in interpretation.
(Strangely enough I came across a couple of slide rules the other day and was thinking about learning to use them!)