Technically if magic were real, then the rules of magic would be the rules of physics. Plus any rules of nonmagical physics.
This is invoked hilariously in Harry Potter and the Natural 20, which involves a D&D 3.5e character being portalled to Magical England. His name is Milo, and he works a little differently than the people native to this universe. For example, he takes actions over the course of exact 6 second increments. And he can heal almost any wound with 8 hours of sleep, with his body magically knitting itself back to full health at the moment 8 hours have passed. He's not capable of learning new skills over time, his level of proficiency stays exactly the same in all tasks into he levels up, at which point improving his abilities requires investing skill points. He finds the idea of learning and healing gradually to be ridiculous and silly. Also, he can move faster going at a diagonal than a cardinal.
Actual Plays can introduce you to new styles of playing and DMing and improve your skills at the table. For example many people started running planescape campaigns due to Rolling With Difficulty. Before RWD, lots of people had no idea that D&D has spaceships and what is essentially a sci-fi setting. If you're a GM who wants to get better at running the game, then obviously my first recommendation is Matt Colville's videos, but try listening to a few different actual plays and learning from the styles of different GMs. Maybe you hate the way Matt Mercer runs the game, but you really like how Brennan Lee Mulligan does it. Maybe you didn't know it was possible to run the game in a different way than how Matt Mercer does it. If you don't have three decades of experience playing with diverse tables, then actual plays provide a substitute for that experience.