To my reading, different posters have different ideas in mind when they talk about making contributions to a shared fiction. For some, those go beyond simply declaring actions for a particular character, to include how those actions are resolved, and as we have discussed up-thread the outcome of those actions. For that reason inter alia I feel "hoping to play a game" doesn't do the work needed to capture the diversity of expectations that players can have upon entering the magic circle.
Your characterisation of
declaring actions is tendentious.
Consider the famous example from Donald Davidson ("Actions, Reasons, and Causes" (1963)):
I flip the switch, turn on the light, and illuminate the room. Unbeknownst to me I also alert a prowler to the fact that I am home. Here I need not have done four things, but only one, of which four descriptions have been given.
So when it comes to "declaring actions" in RPGing, the key question is
who gets to decide what descriptions of the PCs' actions are true, and how.
It's true that some players are content with getting to decide only very "thin" descriptions, focused on the character's bodily movements (analogous to Davidson's "I flip the switch"), like
I attack the Orc with my sword or
I wink at the maiden or
I hide from the soldiers in the barn or
I bring the child into the Tiny Hut. But many players want to have some influence over the truth of "thicker" descriptions of their PCs' actions, like
I kill the Orc with my sword or
I soften the heart of the maiden with a wink or
I avoid confrontation with the soldiers by hiding in the barn or
I rescue the child, first by providing shelter in the Tiny Hut.
The obvious purpose of D&D's combat mechanics - which you, upthread, have flagged as different in some fashion from the "core play loop" - is to give players some influence over the truth of the thick description
I kill the Orc with my sword. To me (although as I read your posts not to you) it seems to me obvious that the purpose of the Rustic Hospitality background feature is to give the player some influence over the truth of the thick description
I avoid confrontation with the soldiers by hiding in the barn.
If players were not intended to have some influence over
how their actions are resolved, and the outcomes that follow from their PC's bodily motions - which is to say, if players were not intended to have some influence not only over the truth of then descriptions but also over the truth of thick descriptions - then why would their be action resolution mechanics at all?
Thus, while there may be some players content with having no influence beyond providing thin descriptions, those who want more influence are hardly breaking the spirit of the game as it is presented in its rulebooks.