Using Skills versus Declaring Actions
The reason I think the distinction is important is that if you start allowing players to just state, "I make an X check" you are essentially training them to stop thinking. Why put the clues together and realize you should look under the drawer when you know you can just make a skill check? And if the DM knows the players are just going to make a skill check, why put the work into creating the clues?
Summary
While Hussar's play style is legal & valid, I think it's leaving a lot of fun & interesting gaming on the table. It's qualitatively if not quantitatively the same as rolling Investigation from the tavern instead of first going to the office. Yes, it does take more DM prep to do it iserith's way, and if that work isn't done then, yeah, all this stuff is "just the boring part before you get to fight something."
I've had DMs that wanted me to describe how I searched a door for traps. How the frick would I know? I'm not a rogue.
I've had DMs that wanted me to describe how I searched a door for traps. How the frick would I know? I'm not a rogue. I'm not trained in finding traps. Besides if I describe how I carefully sprinkle talcum powder or use a small mirror on a stick to check that spot I can't quite see is it's boring. Not only to me, but to everyone else at the table.
Sometimes interacting with the environment can be enjoyable, but most of the time it just feels like filler that does nothing to advance the story.
I will add that you will never find me arguing a position in D&D by comparing it to reality or realism. I want to be clear on that point so that you don't conflate my position with others.
If you think what some of us are saying is as simplistic as this, you're not understanding it. I'm certainly not asking somebody to know how to search for traps in the general sense, but I might ask them to use previous hints and clues to know what to do in a specific case.
That's how I feel about "skill" rolls that require no thinking or narration. Take the following:
Player: "I'll check the chest for traps with Investigation...I rolled an 18"
DM: "You find a poison needle trap."
Player: "I'll try to disarm it using my Thieves' Tools...I rolled a 21!"
DM: "You disarm it."
What was the point of ANY of that? Literally the only skill on display here is the player's ability to remember rules. As Hussar says, this should be rushed through because it's totally boring. Let's get to the fight!
EDIT: What I will also argue here is that "lie detection" is a bad fictional device. As bad as "detect alignment". So many great story lines depend on the players being unsure of who to believe, who to trust.
If that can be circumvented with a simple skill roll...I mean, WTF...why not let players Intimidate bosses into surrendering? "Hey, you rolled a nat 20, guess you don't have to fight the dragon after all; he'll give you his treasure!"
That is an important question for GMs to ask, to avoid the following situation.
Player: I search the door for traps.
GM: As you touch it, contact poison seeps into your skin, make—
Player: Hang on, I never said I touched the door! That's not fair!
I almost never argue from a basis of realism, either.
In this particular case I'm just pointing out that to interpret the text to mean that you can "detect lies" would make it the only skill that doesn't map to a normal, mundane, real-world, non-magical (and non-supernatural, if Tony is listening) activity. I'm not saying an ability should be realistic, but perhaps we can infer designer intent by comparing to others in the same category.
EDIT: What I will also argue here is that "lie detection" is a bad fictional device. As bad as "detect alignment". So many great story lines depend on the players being unsure of who to believe, who to trust. If that can be circumvented with a simple skill roll...I mean, WTF...why not let players Intimidate bosses into surrendering? "Hey, you rolled a nat 20, guess you don't have to fight the dragon after all; he'll give you his treasure!"
One thing I loved in 4e was the fact that you actually COULD use intimidate this way. Freaking fantastic.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.