Rule Zero refers to discussing Commander expectations before playing and agreeing on deviations from the normal rules when everyone involved is comfortable with them. It can cover power level, unusual commanders, silver-bordered cards, or custom restrictions.
A playgroup might permit an acorn card, accept a planeswalker that normally can't be a commander, or establish particular house rules. In that sense, any rule can be broken in the name of fun so long as everyone agrees beforehand. Rule Zero is permission through agreement, not an automatic declaration that normally illegal cards are legal.