No, of course not. Aside from the usual terminology issues, allows skill checks enables a certain kind of play that I do not want. It enables the ask questions instead of do things play, where the GM is incentivized to keep things mysterious and unclear until players ask about it, thinking that this establishes a mystery for the players. I did that for years, and it's not all asking for skill checks, but it's a lot of that. And, it's frustrating to wait for the right skill to be asked for, and then a success, to pass whatever bar I thought was necessary to just provide information. It's disheartening. Especially since you can outright give players my notes and it won't help much at all because I don't have magic answers or precise skill checks written down and because players will still screw it up by the numbers even if they know what's in my notes (which are usually a blurb outlining a situation, a few bullet points of cool things I think might fit, and a map).
Ah, man, I was prescient with my last paragraph, because here's the old tried and true, last stand, desperate chestnut tossed at those that use my approach -- the GM is just waiting until the exact right thing is said and then play proceeds. I've seen this phrased as pixel-bitching, phrased as magic words, and a few others. It's hogwash bullroar and a lazy argument that exposes that you've no idea what I do when I run, just an imaging of a terrible game. I feel you, I did that same back when I didn't know better, either. It's natural, again because you think that someone saying there's a different way to approach the game implies that they think their way is better and that casts you as the bad GM, so you retaliate rather than try to understand. You cast them in the worst light you can think of because it lets you off the hook -- what they do is bad, so I can ignore them and not question what I do. That's fine, what you do is fine -- good even, if your table has fun. I don't want to convince you that you play wrong, because I don't think that.
But, to address this hogwash, no, there are no magic words. I even posted an example of how I prep and play above, where two different characters tries two completely different approaches to climbing a crumbled wall, and both got a fair shake and a chance to succeed. If I had magic words, then only one would have had a chance, the other would have just failed. Or, there would be some magic solution I've prepared that will automatically succeed -- somehow I've prepped this despite saying in that earlier post that my prep is not solutions, but situations. I do not know how a scene will end because I don't prep an ending, just a beginning, which is usually fed directly from the last unknown ending. I run skill challenges that have no structure at all outside of X successes before 3 failures. Magic words are the last thing that could possible describe how my game works.