Yeah, well, from my vantage point, that's just another rules subsystem overlay.
By that I mean - if this is the core conflict resolution mechanism, great!
But in a game like D&D (or PF2) there already exists a huuuuge core conflict resolution mechanism, for which a fuckton of character abilities and options are geared toward 100%.
I'm simply not interested in adding a second set of rules, especially since there is no integration with the existing set of character options, and especially since the first set of character options is so unbelievably detailed and intricate in PF2. (When I say I get a feeling of "cheating", I don't mean in the sense that somebody is depriving you of agency - I mean in the sense you're cheated out of whatever optimizations you've done on your character build - carefully selecting feats or subclasses or whatever means less and less, the more matters are resolved by a completely different set of parameters.)
So it's not that I'm dead set against it in general.
In a game such as "one page D&D" I would mind much less, since there is essentially nothing to supplant or replace. In a game based around it, I would actively be interested to learn more.
But in PF2, there already exists a mechanism that enables you to "take the decision-making out of the GM’s hands once they are put on the table".
It is called "combat". (To a limited degree, you have skill checks - which absolutely is small and simple enough - but why would you play a complicated game like PF2 if you settle for skill checks as your primary conflict resolution engine?)