Hmm, I don't think our opinions are that far apart. The two lines you disagree with are a much shortened version of my previous post, which was a little less ... blunt.
My point was that that a review should mention current technical problems of a game, but not lessen a final rating because of these, unless all or most users have them. The reason is that the review should be valid not only for the month in which it's written, but even two or three years later. However, technical problems of a game are unlikely to remain the same after two years. The game will have been patched. Bugs will have been fixed. New hardware will have introduced new problems and incompatibilities. On the other hand, the new hardware may also mitigate performance problems that the game had when it was released.
There are so many reasons why these "tech issues" will change that it doesn't make sense to *rate* a game according to them. Doing so would turn a review into a snapshot that's only true for a very short time. The rating should be done for criteria which will be the same even intwo years: Is the game designed well? Does the gameplay work? Are the different parts of the game well balanced? Is the sound and music enjoyable? Is the interface intuitive and efficient? Does the AI understand to play the game?
I agree that these criteria are subjective, but that's the point of a review. If you're interested in objective criteria then you'd do a test, not a review, and write down the results you measured instead of opinions about the game. However, since games are made for enjoyment, and enjoyment is a rather subjective issue, there's little point in doing so. Also, the issues may be much more subjective than you think. A game performance that one player describes as "unplayable" may not even be an issue to another player.
On the other hand, much information about non-tech issues may be much more objective than you think. What's subjective about "The game now implements religions", "Instead of governments, you can now choose between five civic each in four categories, each providing different bonuses", or "The offense/defense combat values have been reduced to a single strength value, but you can train your units for certain tasks with different promotions"?
Regarding the car (and other) analogies, I don't think they can be applied to software. Software is a totally different product.