Blue
Ravenous Bugblatter Beast of Traal
So, if I have this right, you're describing the 3E/5E skill system as low-involvement, the 4E skill challenge system as medium-involvement, and the 3E/4E combat systems as high-involvement.
The first part would be more accurate as "the 3e/5e skill system where only a single roll is needed" as low system involvement. You can easily have a scene with plenty of skill rolls. I remember on attempt to get information from a captive that went through good cop/bad cop, bribes, interrogation, threats of torture and death. All were there own rolls or sets of rolls.
But even opening a chest can be more than low involvement.
Player 1: I check for traps. (skill roll)
2: I help. (help action, gives advantage)
DM: "You find a trap, there's a poison needle in the lock.
1: I attempt to disarm. (skill roll)
2: I help. (help action, gives advantage)
DM: "You failed but didn't set it off
3: I'm a dwarf, poison doesn't bother me much. Everyone get back and I'll open it. (racial resist to come soon)
DM: You find it's locked as well.
...
That's a lot of rolls and some tactical decisions (who should attempt to disarm vs. help, the dwarf stepping forward to tough it out, asking people to move back in case there's another trap that will act in an area they missed). That would be a high-system interaction, using the 5e skill system. (Replace help mechanic to make it a 3e example.)
But yeah, this is just me being overly precise for other readers, you've demonstrated you've got understanding.
In that case, I would want systems of interest to have higher involvement than systems of disinterest. That part should be obvious and straight-forward, I would think. I don't want to spend a lot of time doing stuff that isn't interesting, so just abstract that out to a single die roll.
In general, I feel like I should want important things (with dramatic outcomes) to have higher involvement than less-important things (where the outcome doesn't matter), but that's just because complex system skew closer toward the average and humans are naturally risk-averse. As a player, it kind of seems like cheating to suggest that important things are best-eleven-out-of-twenty instead of best-two-out-of-three because I want to win and I'm unlikely to attempt anything if the odds aren't in my favor. It feels more fair to say that importance is not a factor.
Agreed - the usual result is that interesting and more-important move in step (or close enough that there's not a big difference.) The question is about the bits that aren't what should the system do.
And I think you're right - it should be interest based. After all, as a game it's interest/enjoyment/fun that's the important part. If the players want to play out the a low-risk bar brawl, they should.
You know, I don't think I actually said why the difference is of such interest to me. I'll go and add that into the original post.