The argument is that many heroes in fantasy fiction (modern day pulp-like fantasy fiction) relied mostly upon their cleverness and ingenuity as opposed to raw power.
That's a damn stupid argument. What they actually want is luck, not cleverness and ingenuity.
As soon as you take cleverness and ingenuity, and make it legitimately work, it crosses the line from cleverness and ingenuity to being power. See Master Manipulator and Wanderer's Diplomacy feats. Too social to be used as examples? Maybe for real ingenuity you need to overcome a force disadvantage with clever use of leverage, timing, positioning, just general wits. Factotum does that, the class features are called Cunning Insight and Brains Over Brawn. No, just plugging your Intelligence bonus into unusual checks isn't clever, what would be really clever is combining two unrelated abilities to greater effect, like making an opponent brittle and then shattering them, or burning something already noxious to improvise a weak inhaled poison. That's the tactical feat Energy Gestalt.
I could go on, but it's pointless to. If it works consistently, it's power, and they disapprove. If it works inconsistently, it's luck, which by nature will happen whenever it damn well pleases, not when the player tries or when the DM insists. If it doesn't work at all, it's a ridiculous waste of time, and you shouldn't bother. The failure here is a failure of imagination, and suspension of disbelief, on the part of the people demanding cleverness and ingenuity, and insisting power screws that up. They need to believe the character is succeeding against the odds, and they can't imagine the odds stacked against success when the character sheet says the character won't fail. So they bitch about powergaming for effective characters, and stupid or lazy players for luck-dependent characters that aren't getting lucky enough to win right now.