In the end, it's all about the entertainment of the story and the emotion of given moment for the character. Everything serves those ends. Anything else added for the sake of "Just Because" is of no merit. Some of the best stuff out there can be said to violate one principle or another. So what? If it works, then it works. No more need be said or done.
I like to think of the principles (not only in animation, but also in story development) as diagnostic tools. They are most helpful when something isn't working. Then you can hold up your work against the principles and see what might need some improvement. But if you go into the scene (or a story) trying to match the principles, like some laundry list of things 'To-Do', then you're failing before you start. They don't give awards for scenes that best fulfill the checklist of 12. They give awards for scenes that entertain, that capture the moment in a real, live, thinking, breathing, feeling character's life on screen.
If the goal is wrong, the emphasis will be wrong and the effort will not succeed. The goal is to express the character sincerely, not exercise some kind of animated liturgy.
I don't like principles being forced just because. Bleh.