Then along game Forgotten Realms second edition, in which the pantheon of the gods changed. That was no problem, we simply ignored all the changes sticking with all our first edition stuff. Yep, no problems. Not until we brought in a new player of course, she had only the second edition materials as reference, which caused great confusion initially, until we dug out our notes and brought her up to our campaign level. Granted, this wasn't a huge problem so much as it was an annoying inconvenience.
Inconveniences are something to be avoided.
Details are more easily ignored than world changes. Story-driven worlds limit the control of both the GM and the players. This would change the world and game from seeming story-driven to an interactivity between designers, GMs, and players, which is what a game world should be. Interaction is what fuels a game - and a game should be fueled, not driven. All participants within a game should have an equal amount of control over the game.