This is one of those areas that would affect the choice of the medium, if one could freely choose (which is unfortunately not the case). Video games can get away with more nitty gritty exposition if you put that in as bonus information -- something that the player feels cool to discover. Every time I came across, say, a library in a JRPG where you could inspect each shelf for a tidbit of info that you wouldn't find out elsewhere, I had fun pressing A in front of each and every shelf. The info felt like a reward.
But when it's almost mandatory, like in a comic or a movie, even the same information could feel boring.
That aside, my main beef with "fantasy worlds with lots of rules and details" is when the story tries to explain the world FULLY. Not because I don't wanna sit through the exposition (that's a factor too, but a separate problem), but because I prefer a world to be not fully understandable to any human mind. I want a world that transcends the boundaries of mortal comprehension. Not in the "this makes no sense" way, but more like, the more you know, the more you realize there's so much that you don't know?
Also echoiing what @Kayke said:
What is your priority with the story? Are you telling a story that happens to be set in that world, or is showing the world your main goal? Both are valid goals, but you can only have one primary goal out of those two. I would optimize and make compromises in favor of the primary goal.