Bedrockgames
I post in the voice of Christopher Walken
People worried about dissociating are hairsplitting to begin with, quibbling with implications of how you might translate abstract game mechanics into imagined actions of imaginary characters in an imaginary world.
There's no disconnect between other abstract mechanics and in-game events, either, unless you force their to be. Power Attack? Obviously if you're swinging a lot harder, that's obvious to your enemy, and he'll make more of an effort to avoid it, thus the penalty. But, wait! Your enemy can't decide /not/ to do so, nor can he decide to make that extra effort when he's low oh hps, so you're exercising control over something other than your character when you Power Attack! Oh no, another dissociative mechanic!
It's not, really, because no mechanic ever is, only the visualization constructed by the player to /make/ it dissociative is. As you point out, it's easy to, instead, imagine power attack as simply swinging harder, but wildly. Just as it's easy to imagine Action Surge and Battlemaster CS dice as being 'exhausting,' even though using up one doesn't exhaust the other, rather than the player decision somehow forcing circumstances not under the PC's control. Just as it's easy to imagine any martial encounter or daily in 4e, exactly as the PH1 described them, as being exhausting in the same, 'selective' way that Action Surge, Second Wind, and CS dice are in 5e and Stunning Fist, Rage, and a few other extraordinary powers in 3.5 were.
True. Abstraction is real.
However, they are closely related: any dissociative mechanic is going to be abstract, because it's abstraction that leaves room to manufacture the disconnect. And, of course, because any TTRPG mechanic is necessarily abstract.
If you find any mechanic not to be dissociative, you just haven't tried hard enough to come up with an inappropriate enough way of imagining it.
No they are not hair splitting. They are reacting to something tgat leaps out at them in the moment and dissociation is one possible explanation after the fact. If you are only finding dissociative mechanics by rigorously analyzing mechanics after the fact (rather than how they feel in the moment) I think you are misapplying the concept. The key aspect of what it is, is to explain the immediate disconnect people feel around a mechanic. I think it points to something genuine. If it doesn't help you in gaming or in design, then there is little value in you trying to use it. For me, I find it useful, and I am not a big hair splitter.