Peter Kovalsky asked me in a recent comments section, why not make game mechanics modular and give people several options. Rather than reply in comments, here is a post.
First, mechanics are integrated into the entire structure of the game as a whole and if you change them, then there will be a disconnect between the mechanics and the system information.
For example, you could have a White-Wolfesque success-based mechanic and a D20 mechanic. If you created rule about grappling in combat (something I hate, so I chose it, hehehe) then you have to create rules that will synchronize with both systems. If you add another mechanic, now you have to design 3 grappling systems, and so on. So if you want to allow your setting to integrate with multiple systems, you are better off just focusing on fiction and leaving the idea of making a game system behind.
Furthermore, often the nature of the base mechanics are integral to the feel of the game. There is a strong connection between using the mechanics and experiencing the genre. For example, Deadlands uses cards for game effects, that is integral to capturing the feel of the old West. If you remove those elements, it just becomes a generic chassis. Which may not be the feel you are going for at all.
So that's why. :)
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