The root of the "No Oddjobs" class of house rules is an attempt to keep more of the options of a game open to players by outlawing some playstyles that make some decisions obviously bad.
Oddjob, because of his height, is the only Goldeneye character with a play advantage. His existence, alone, makes character selection into a strategic choice. If players are playing to win, Sirlin-style, then they will choose Oddjob, full stop. It would make no sense to pick anyone else, of the many characters included. Since a big part of the fun of Goldeneye is shooting each other up with James Bond characters, this would make the game considerably less entertaining for most people, hence the rule. It is relatively easy to enforce, too: if someone selects Obbjob from the selection screen, then it has been broken.
The test I use is follows: if a given strategy is so effective that everyone who uses it wins, then it is not really a strategy. It is to be assumed that players will choose it. If it is not outlawed, it makes the choice not to use it inviable. If the intent of the designers of the game is that people make this decision then fine, but if it is not then this is a game-breaking problem and a house rule should be formulated to restrict it.
Similar is the case where there is a tactic that always produces wins, or even a considerable advantage to winning, that some players can perform but not others. Snaking in Mario Kart games requires lots of practice to pull off consistently, with "lots" meaning many hours of doing nothing but learning to snake. Players who can snake well may object, but the fact is that Mario Kart is still obviously intended to be a racing game, not a snaking game. (Lots of people don't even -want- to play a snaking game.)
This is a problem that I have with Sirlin's Playing To Win, it assumes there are no game-breaking exploits. In a game like Street Fighter II, which has been extensively tested to remove game-breaking exploits, then this kind of all-out approach makes sense. For a fighting game, where movement is along a single line and player positions and speeds really cannot vary too tremendously, this is a lot easier to do than in a fully 3D game in which velocity vectors can potentially, once in a great while, cause the player to miss clipping walls or send him over obstacles.