People should learn that it's not the game that's broken, they're just unhappy with choices that they make. They're not used to playing a game that allows you to make bad choices. Telling them to remove this, or balance that, is simply asking them to take away your freedom to make mistakes.
Why would you ever advocate maintaining a system in which the game eventually becomes dull due to becoming trivialized by mechanics rendered possible by specific flaws ? There is no reason not to "prevent mistakes", and as a game designer, long-term fun is objectively more interesting than short-term. There is absolutely no possible argument in favor of imbalance being made possible to the extent a dragon dies with two dagger strikes.
It's broken, whether you agree with it or not; it can't possibly have been intended, unless Bethesda's definition of "roleplay" and "strategy" implies button mashing with the mouse until the big thing dies, without any thought process whatsoever. From a roleplay perspective, even the most talented blacksmiths and enchanters can't possibly take on a dragon, a creature that's terrorized thousands for years, with three maces hits and a mead in the right hand.
The fact that people "make mistakes" or "discover gamebreakers and use them" doesn't justify the fact that we should maintain their availability. Knowing you can avoid them doesn't make them any less present; TES have always had a huge forum community with players exchanging thoughts and sharing fun occurences in their respective games. Trivializing the game content kills long-term interest and, I believe, may lessen people's incentive to "care" about it.
This isn't merely a matter of personal restriction; players always want to be as powerful as possible in any given game, as far as I've noticed. Whether it's as a thief or a mage, they want to excel at it; however, excelling at something, even in a fantastic setting, implies pushing the boundaries. Being a rag-wearing archer with a dog pet and going around slaying Dragons doesn't appeal to many, roleplaying-wise; they'd rather push the boundaries towards epicness. When the "epic" boundaries are designed so that "being the most powerful possible in that game" trivializes the whole content, you run into problems, imbalance being one of them. Being the most powerful should still leave the game challenging.