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Consistency has a bad reputation, and it earned some of it. Applied without judgement it flattens a product into a grid of identical grey boxes, every screen technically correct and none of them memorable. Applied well it does the opposite: it clears away the arbitrary so the deliberate has room to be noticed.
A design system is not a rulebook, it is a set of decisions already made. Every question it answers in advance — how far apart, which weight, what happens on hover — is a question nobody has to argue about again. The value is not the components. It is the arguments that stop happening.
Which is also the test for whether a rule belongs in the system at all: if two reasonable people would decide it differently and neither answer is better, write it down. If the right answer depends on the screen, leave it out.

The parts of an interface a reader has to relearn on every page are the parts that should never change. The parts they come for are the parts that should.
Everything else — illustration, photography, the shape of a hero, the pacing of a case study — is where a product gets to sound like itself.
The last one is the one that gets skipped. A system nobody is permitted to question becomes a system everyone quietly works around, and then it is documentation of a product that no longer exists.
Illustration is the clearest case. A house style — one line weight, one palette, one way of drawing hands — lets every new drawing read as part of the same world while still being about something specific.
Systematise the grammar, not the sentences.
Readers notice when the grammar changes. They rarely notice when two sentences are different, which is exactly the point.
Consistency is infrastructure. Done properly it is invisible, and what people see instead is a product that seems to have been made by one mind paying attention — which is the only thing a system was ever trying to fake.