I suspect that the reason that describing D&D's play loop as "the players take actions to prompt the GM to provide more information" is controversial is because it's reductionist to the point that (IMO) one can reasonably infer implied ridicule.
It would be like describing PbtA games as: "the players take actions to prompt the GM to make life worse for their characters". Or, more broadly, describing all interactive verbal human social interactions as: "talking at people to prompt them to talk to you". These descriptions are, in some sense, "accurate", but they're so devoid of context and purpose as to appear derogatory.
I know you play and like D&D, so I assume you do not mean to ridicule it with your description of its play loop. My intent is only to share my perception of why such descriptions are controversial. At the very least, that's why I personally find such descriptions objectionable.
Let's look at a dungeon. How does the play in a dungeon progress? The GM describes a room, a quick gloss of possibly interesting contents, the exits, any marks of note, and, of course, any obvious threats. The players then take actions which prompt the GM to expand on any of these. If they search the contents, the GM provides additional information. If they investigate a threat, like a possible trap, they prompt the GM to provide more information. If they investigate a mark of note, they prompt the GM to provide more information. If they exit the room via a noted passage, they prompt the GM to provide more information.
This is clearly how it's supposed to work. It's part and parcel of "exploring the world." You do things to explore the world and the GM serves up more world! If you find this reductionist, if you find this ridicule, you really need to reexamine what you think is happening. This is the crux of play in D&D. There's nothing at all wrong with it -- it's clearly very successful and fun for many people!
Could you clarify where you disagree? Do you not think
@Ovinomancer's description is controversial, don't think it's reductionist, or don't think it's reductionist to the extent to reasonably imply ridicule?
Stripping out the mysticism that has built up around how D&D works is bound to be controversial. If you're extremely attached to that mysticism, I suppose it can feel like ridicule. But it's not reductionist, it's a clean description of the core loop of play. GM describes a scene, players take action, this prompts the GM to narrate more of the scene. Yes, there are mechanics the GM can choose to engage with, but many of those mechanics are aimed at success getting more of the details from the GM (perception, investigation, insight all are clear, but even many of the physical skills, like thieves' tools are vehicles to open doors or chests and get more details). I recognize this, and it's made my running of D&D better for recognizing it. I know what my primary job is, at it's core level, and can keep that in mind as I run. One of my main jobs as a 5e GM is to make the setting sing and the players feel they are a part of it. And I do that with deft execution of this loop I've identified.