This is exactly what most (if not all) of the abilities do.
The abilities create rules which guarantee outcomes of certain player-player interactions. The abilities were created because Madden players were frustrated by their high-rated players not dominating games because they were at the mercy of random dice rolls allowing them to lose to much lesser players. Guaranteed wins by ability players in turn allows the user to make more intelligent play calls when faced by them.
Inside Stuff is the easiest one to understand; if a defender with Inside Stuff is on the field and the offense calls Inside Zone, that defender is basically guaranteed to shed single-team blocks as long as he has a pass rush point to spend. There is no ratings dice roll, the player with the ability just wins, and the run likely gets stuffed.
Guaranteeing the outcome of certain player-player interactions allows the user to easily gather information and make intelligent video game gameplay decisions in response. Sticking with Inside Stuff - if my opponent has an Inside Stuff defender on the field, I probably shouldn't call Inside Zone. It will likely fail unless I am incredibly careful about how I set up my blocks so that the Inside Stuff defender draws a double-team, and even then it will still likely fail because the player with the ability makes it so. I have to expand my play call sheet and explore other tactical options to move the football. I have to engage with a different part of the game in order to succeed. The ability immediately forces me into a more interesting behavior. To use a chess metaphor, the Inside Stuff defender is the knight on G3 protecting the pawn on C5; if I attack that pawn, I will lose whatever piece I attack with, so either I better set something else up before I try that or I should look elsewhere.
Without the Inside Stuff ability, even a 99 Block Shedding player can fail to shed a block. Arguably this is "sim"; certainly Vince Wilfork was successfully single-team blocked on a run play at least once in his career, and we want things that happen in real life to happen. This reintroduces the original complaint - dominant players can lose to mediocre players. But the moment you say "okay, well just retune block shedding so that 99 BSH always defeats a one-on-one block if the blocker has 70 RBK or whatever", well then you've just recreated Inside Stuff but removed the easy-to-understand user-facing label.
So yes, the abilities are pretty easily a video game design win. Madden is a video game first, and football simulator second. Making the video game an interesting and engaging football-themed set of reliable tools and scenarios for the person holding the controller is more important than making the football real.
I mean, none of us holding video game controllers are playing real football. Let's abandon that pretense right now, lol.