And none of them would be what they are with out their gameplay aspect. Remove that and you destroy what they are, regardless of what else was put on top of it. Audiosurf is gameplay that adapts to music you put on top of it, it wouldn't be what it is with out the gameplay, not the other way around. Monkey Island had a lot of charm outside of its gameplay, but I wouldn't have enjoyed it nearly as much if it were not for the gameplay aspects which had me dig deeper myself, over come the small puzzles and explore the world, because of gameplay. The characterizations and comedy were rewards for my persistence. Gameplay is the most important factor because with out it, it isn't a game. Without art, its a text based game. Without music or sound its just a silent game. Without story it can be such a wide variety of things. The game is what defines it, the other factors just give it more character.
Edit: Disposable? No. Don't twist my words, thank you. What you're saying is that gameplay is not important because of the development of technology, when it is what defines the medium. All this other stuff is the icing, not because icing is bad, but because with out the bare structure there would be nothing for the icing to adhere to. I've seen beautiful games marred by terrible gameplay, and you're going to say that's okay?
		
		
	 
Well, first of all, you pretty directly called everything but the gameplay of a game disposable. Both in this post and in your last one. That's what the idiom "the cherry on top" means; it's an element that makes something better as a whole but can't be the difference between that thing being good or bad. So I gave you examples of games where the gameplay took a backseat to another element, and wasn't used as the main method of engaging you. While there were puzzles in Monkey Island, it would have been boring without the comedy. It was the main draw of the game, and the puzzles supported it. Audiosurf has some good gameplay, but it would suddenly be incredibly boring if you muted your computer.
(For this next part I'm totally stealing an argument from Campster on youtube, you should look him up.)
I think the problem you're having is trying to describe what a game is. There are games that are extremely minimalistic that I brought up before, like 
Proteus, but I didn't get further into the deeper ideas of what a game is. So here's the question: What is a game without interactivity? To answer this, well... Do you remember 
The Game? That game that you just lost because I brought it up? That's a game with no interactivity. The entire goal of the game is to
 not interact with the system at whatever cost. The failure state is actually playing the game. But no one refuses to call 
The Game a game, and it even proudly dubs itself a game with its own title.
When you get too broad with your definition of a game, and you say that games are interactive systems, you're counting your job, cross-walks with buttons, microsoft word, et cetera as games. They're all interactive, but none of them are games. But anything that's tighter than that leaves things that are and deserve to be games outside of your definition. So games, like art, have a largely contextual definition. It's difficult to simply say that this is a game and this isn't, because the meaning of a game is completely different to you when you're playing a First-Person Shooter than it is when you're playing 
Dear Esther.