That's a terrible analogy, and not true in the slightest. The PS3 and the 360 are simply DIFFERENT, and neither is any more "tolerant" to poor coding than the other, because that's not even a working term.
I never said you couldn't, what I said was 360/PC is more tolerant of it hence the smaller less experienced developers prefer the platform.
Please explain to me where you keep getting this idea from, because it's complete nonsense.
As I just said, the platforms are different. What runs on a 360 will not run well on a PS3, and vice versa. There's no getting around that, and
that is why you get sloppy ports, no other reason.
Want a technical example? I'm not the most experienced with either piece of hardware, but from what I understand, one of the oddities of the Cell architecture is that it actually processes floating point arithmetic fast than unit integer arithmetic. This is basically completely alien to most programmers, as AMD/Intel chips have always naturally been faster using integers. So you now have to be much more aware of how some of your most basic of data is stored, and how long individual program loops take. Thus to optimise for the PS3, it would be better to turn as many integers into floats as possible. But on the other hand, you try and take that back to the 360 and you'll suddenly find your super-Cell-optimised code simply won't be as good.
Programming for the 360 is "easy" because it's familiar, no other reason. The PS3 is sort of like programming for the DS or a handheld, in that it takes a lot of digging and fiddling to find out how the machine really works, before you can actually start optimising things. That doesn't mean it's any less "tolerant" of code, because that's not how it works.