Honestly, I don't think it makes any difference; without a halfway detailed framework to at least let the player know where he can expect to be able to do something or not, its still wrestling with jello. At the very minimum there needs to be a halfway extensive set of benchmarking numbers, and I suspect that's going to violate some people's desire to never look anything up.
That is needed to match
your preferences, sure. As much as I enjoy running and playing 4e, I find the gameplay much more enjoyable when run
very loosely, and when I play an essentials class.
Bone stock, it’s fun but challenging due to just how much is codified, and the learning curve to get to a place where people improvise is
much higher than it is with 5e.
In practice as a player I feel that throwing a curveball at the GM in combat they have to adjudicate just adds too much to their cognitive load. With everything else that the GM has to worry about, having me suddenly announce I want overturn the wooden table and use it to push the enemies out of the room is clearly a headache.
Huh. As a DM, I love stuff like that.
It also interferes somewhat with the notion of a mechanical challenge. If the DM has designed the fight to be a challenge, then he is not incentivised to let a stunt be more effective than what would be achievable otherwise (as this would negate the challenge).
IME, most DMs have a pretty solid sense of what should work, and that if a legitimately good idea from the PCs makes the encounter less challenging, that is a feature, not a bug. PC cleverness and creativity should be a valid path to victory, otherwise why aren’t we just playing Neverwinter Online or DDO?
As a GM I find that players have enough to worry about that they rarely consider trying stunts.
There is something to the idea that stripping back rules encourages creativity, but you actually have to do that. Again, I'm talking about something like Barbarians of Lemuria here.
It works to some extent in old school games (although not well as advocates claim), in part because they're so deadly, and in part because there's no notion of balanced encounters, and in part because low levels, at least, are so stripped bare of player options. 5e though is none of these things.
IME 5e promotes an incredible amount of improvisation by telling DMs to employ a “yes, and” philosophy, and provide broadly applicable tools with multiple options, that don’t need to be referenced in play too much.
5e can be stripped of much player options, at the player’s discretion. I have characters I play who are mechanically complex, and characters who are dirt simple. I improvise with both, but it’s different when I’m playing my Rogue/Wizard Inventor/Alchemist/Ritualist/Magic item crafter, vs when I’m playing my halfling Swashbuckler with basically no mechanical widgets.
Some players are only happy with one or the other, or with something else. 5e let’s them all play together without much system conflict getting in the way.