Why do you think so?
Our DnD Game also works like this. And we teied a lot of different systems but gravitated back to DnD, for different reasons.
Because if you are running a lot of out of combat stuff and playing with players who choose things based on what suits their character, you're pretty much leaving about 2/3rds of the D&D game out of your particular game, which is means for lots of combat stuff. At least, I think that's the way the argument goes.
And, it's not entirely off base either. D&D is a heavily combat focused game. It doesn't really have much support for the out of combat stuff, or, at least, it's fair to say it has a lot less support for the out of combat stuff, which means that if you're game is mostly out of combat stuff, then you're probably free-forming a lot of the time and barely referencing the game.
Which does rather lead to the conclusion that perhaps D&D isn't the best fit for this kind of play. To be fair, it doesn't actively resist it either though, so, if free-forming is what you like, then more power to you.
But, since we're talking about stat-blocks and monster design, which IS combat focused, then arguing that a given class doesn't play a particular way because your group happens not to play that way because your group is out of combat focused then perhaps it's incumbent upon the poster to realize that they aren't really perhaps the best person to ask about how to design combat focused game elements.