@Konrad Hinsen: That's a really good point, and I completely agree about "grown too large and constrain their users rather than empowering them", but it's way worse than that excellent toaster example: what I'm describing is a virtual world where, if you tried to remove the toast to eat it, it turns to cardboard! You can only eat it by placing your face up to the toaster's Consumption Panel. Taking it further, and back to the Canonical Tool - the hammer - and the Canonical Stuff - the nail. Now, not only does the nail only allow itself to be hammered in by its very specific hammer, but the hammer has to stay in the room, or all the nails turn to cardboard, and your furniture collapses.
In this app-trap-tool world, only the specific tool gives you access to the "stuff" and animates the properties and behaviour of that stuff, in all contexts. Some stuff can sometimes actually be animated by multiple app-tools, but you still have the same dependency, the same trap replicated, and random stuff can't mix with random other stuff. Outside of their tool, stuff turns to useless "cardboard" - also know as inert "files" or "export dumps" in the app-based world of computers.
In our physical reality we know that tools are made by tools and so are "stuff" while that happens, that non-tool stuff can be repurposed as tools, and so on. There's no significant difference in the real world, except sometimes in our minds, between "tool" and "stuff". We can hammer in a nail with a rock, then use a wheelbarrow to carry a load of rocks that the wheelbarrow-maker never even imagined. We can pull out the nail at any time in the future and use it as a tool to dig out some dirt from a fence panel. Everything is remashable in any way that works.