This rule a la Pike is about doing things like writing assembly or manually unrolling loops in noncritical parts of code. However, in some code, almost everything is on the critical path, and that requires architecture. I’m thinking of Carmack’s single function game loop here.
I remember working on a project that claimed to want 10,000 transactions per second. “Okay”, I said, “how much can be accomplished in 100us?”
They looked at me like I was an idiot. “No, it’s going to be clustered and pipelined.”
“Ok, if you can do that maybe you have a budget of 1-5ms.”
“No, we’re going to give each transaction up to a second to get done”
I smiled and admitted that they were obviously a lot smarter than me. Oddly enough the product never saw the light of day.
Let the "geniuses" figure out that to do 10k transactions/sec with processes that can handle 1 transaction/sec would take.....10k processes. Sure, doable, in specific contexts, given enough resources. But they sure as heck aren't free resources!
Usually when you encounter one of those it's a rewrite/rearchitecture of a whole module/subsystem before you see any gains. Been there done that, not excited to repeat it again.
I have a problem with this rule because what I see happening is people taking it to heart and no longer thinking about what they're doing performance-wise. And then the program is working 1000x slower than it should, at no extra gain (and often a loss) of readability or safety, just because someone decided to use O(n) data structure where O(1) would do, or keeps repeating the same computation thousand times instead of ensuring it's done once.
So to your "let stuff work", I want to also add: "understand the work you're putting the computer through", and "don't do stupid things".