Because the game is supposed to be both a simulation of medieval times, and also a strategy game. Most people want the AI to behave as real medieval lords did, which means rejecting matri-marraiges more often. That's not an unreasonable request.
The "Don't do it" argument is terrible. All it does is promote lazy game design. Why bother balancing anything in a simulation game under the "Just don't do it" attitude? Why not have the AI agree to every alliance or deal the player propose and just use the "Well don't do it" control for every single interaction in the game. It'd sure help the programmers in not having to deal with all that pesky math and system design if they can just rely on the player to police himself. Why have the AI say no at all? Why not let the player decide how many of his forces die in every combat? You'd end up with a godawful terrible game, but it'd apparently be okay in some people's eyes because the player could just police himself.
We pay for games so the programmers can write good AI, not so they can write abuseable AI systems where we have to constantly keep trying not to exploit. As for one way to play the game, that's just not true. Just because you don't allow people to move pawns in chess like queens if they feel like it, doesn't mean there's only one way to play chess. It does mean there's a lot of things that do not work, but that's fine for a strategy game. If every path leads to victory then there's really not any strategy, is there?
There's so much wrong here. "Keep trying not to exploit," I like that. As if cheating is the natural thing to do and it's a constant, manly struggle to not indulge. Lazy game design? I dunno. I figure you'd have loopholes no matter how slick your programming skillz are, people will find them but they don't have to exploit them. The AI doesn't abuse matri-marriages, so the coding is fine, it's the PLAYERS that abuse the system. Or are the devs supposed to account for all the foibles of humanity as well?
The dynasty/marriage system here is an abstraction like most of the game, in the old days I don't imagine dynasties were as wickedly rigid as the paradox community is, if a noble woman of significant status married someone significantly lower in social standing I doubt she'd drop her fancy maiden name for countess of Turnipsville or whatever. That's what it's supposed to represent and as long as humans don't interfere I think it does an admirable enough job.
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