Ovinomancer
No flips for you!
I explained this upthread, twice, in posts you didn't respond to (not that you're required to, just pointing out that they seem to have been skipped). But I can do it again, I suppose.Ok - why can’t you do both? That’s the sticking point for me. The claim that you can’t rests on these two paradigms being inherently mutually exclusive. They are not. You can do both at the same time. It’s not a false dichotomy or a dichotomy of any kind.
If I'm engaged in skilled play as a priority as a player, I expect that the situation will not be changed based on maintaining a challenge or for any other reason than a direct consequence of my actions. As such, if I manage to use my resources and smart play such that I have made a challenge trivial, I expect that challenge will indeed be trivial. The only reasons it should not be is because of a clearly traceable consequence of a prior action of mine or hidden information that I could have discovered but failed to do so. If, instead, the GM just alters the challenge because they feel the story would be better served with this challenge no being trivial (and let's say this is a correct analysis -- trivializing this challenge would be a major anti-climax), then this directly conflicts with my skilled play. The GM is changing something not based on my play, but on some other metric that I cannot influence through play.
On the other hand, if I want a curated story, such that it is exciting, well paced, and has a fun/interesting/terrifying climax, then if the GM sudden stops adjusting the challenge to make this happen and I get dumped into a detailed dungeon crawl where my character dies because I didn't check that door for traps this time, well, I'm not going to be happy either.
Can you switch between these two? Sure, as I said, WotC AP tend to do this to a degree (although I'd argue 5e lacks certain structural things to really do skilled play without codifying things). However, there's a tension between these two -- you can't do them at the same time, and if you easily switch between them, you're unlikely to have happy players because the expectations vary so much.