Those are mostly bad rules, because there is no such thing as "good" roleplaying, at least there are no criteria to measure this by. (Yes, most roleplaying rules in SR4 are very poor, because they are entirely tacked on to the mechanical construct, with simple requirements, but no definitions or explanations.)
I have to admit, you nearly lost me here. I was incredibly tempted to link a certain lovejournal community called Bad Roleplayers Suck, because there certainly ARE good and bad roleplayers out there.
Most diceless games I played had one basic rule: NOONE can affect your character without your permission. Not even the GM. I would never play a game where the GM can affect my character as he likes. He has to convince me that what he has envisioned is what should be happening. Unlike what you may think, this rarely resulted in total anarchy. However, as I said before, especially PC vs PC were a big problem.
I have played in a setting where this is the norm, and it actaully works out fantastically. It has a lot to do with the setting in question - because its a multi-gm environment, where anyone can basically run something within the loose guidelines of the settings. Social factors have made it incredibly cliquey (people tend to play with people they get along with) but the idea of consenting changes to a character being a basic rule does a lot to get players into a more detail-oriented style of play where they think about what is going on and react appropriately instead of Rollplaying all the time.
That being said, some players are better than others at playing realistically, especially in a fantasy setting.