I do see your point, and I think it's valid but that you take it one bridge too far, Urien.
Examples reduce confusion, but also reduce the value of books, because you cut the number of rules to supply them.
That means that if I say, design a new Exceptional Ability and write it up in a pragraph, then if I need a paragraph for an example, then in any book containing this material you have sacrificed a paragraph of something else. In essence, you get half as many new ideas because examples are the most expensive way of explaining things.
On longer pieces, the examples, if brief are less obtrusive. If they are fully stted NPCs, there's a tension between the fact that they are quite useful and the fact that they take enough time to write about 500-2000 woprds, depeding how detailled the construction process is.
There comes a point where authors need to trust the readers to get what thye are talking about.
This is also why I dislike most Story Seeds.
When an author writes "There is a dragon with a pile of treasure on the hill" I see no good reason why he or she should waste space saying:
"Story Seed: Dragon on Hill
There's a dragon on the hill. The mayor tells you to "Kill it and steal its stuff"! If you do, a bell will ring and a prize will pop out!"
OK, so there was an element of parody there, but its the same thing. I, as a reader, ask writers to trust me to read each sentence and think "Contextually, this is from a roleplaying supplement. There is likely a story function here." I hate having them say "IT'S OVER HERE!". It wastes space and patronises me, a lot of the time.
Now some story seeds are good: seeds where I look at them and go "Oh, I would never have thought of doing that!" but if you say "An example with every rule!" you get to the point where weak seeds are included because thinking up non-repetitious story seeds is really very difficult and the author must have them, so quality declines. Similarly, examples.