This is a typical usage of procedural rules to suspend the laws of nature. Notice that we only need a procedural rule if we are going to conditionally replace or ignore the behavior of a rule at runtime.
If we want to remove or replace one of the standard rules universally throughout the game, it is better to use the "X is listed instead of Y..." or "X is not listed..." syntax, since these will not require any runtime calculation. Procedural rules are called very frequently at runtime, so having a large number may slow down performance on slower machines.
"Access All Areas"
The extremely difficult door is north of the Standing Room and south of the Room of Walking Upside Down. It is a locked door.
The player is carrying the Pointy Hat of Liminal Transgression. The hat is wearable.
A procedural rule: if the Hat is worn, ignore the can't go through closed doors rule.
Test me with "n / wear hat / n".
(The Pointy Hat may be useful in debugging a game, even if it never makes it into the final published work.)
The "can't go through closed doors rule" is one of those belonging to the "check going" rulebook. These names are fairly explanatory when written out, but hard to remember: fortunately we don't need to remember them, as the Index panel contains a full inventory of the check, carry out and report rules for every action, showing all of their names and the order in which they are checked.