For example: If I have an event that runs every turn and could lead to a detrimental effect on the player (a countdown to an explosion perhaps), it doesn't seem fair that the event would continue counting down if the player has entered a command that fails on restrictions.
If the player enters 'take apple' and the apple isn't visible the event will still run. A typo 'take appel' would still allow the event to run (doesn't exist). However a command typo 'taek apple' would stop the parser in its tracks and the event would not run.
If the event had an option to only run if there has been a succesful task completion in the current turn this would make the game fairer to the player.