It’s not about age, in my experience, rather about their experience with gaming. The people who’ve played old-school games will be more likely to try shenanigans. Talk about limitations breeding creativity. You have a 10-foot pole, 50 feet of rope, and five days of food and water. Go. Whereas players who haven’t tend to find answers on the character sheet and in the rules.
In my experience it's the opposite. The Old School players are the ones likely to turtle up, list everything on their character sheet, and be paranoid. New players jump in both feet first with only a little reference to .
What also happens is that new players
who are used to having their ideas shut down then go with what they know works.
Yep. Anything that’s reasonably there is there. But it won’t be as reliable as a sword swing or a cantrip nor will it do as much damage, so it’s ignored by less experienced players.
And ignored by players with experience of you as a DM because it won't be as reliable as a sword swing or a cantrip or even do as much damage. This is called "Learning how the setting works" and it is the DM that runs the setting. If all your players are responding to your DMing one way then the problem is not with the players as they are all different people. It's with what you as a DM are teaching them. They learn from you and they learn button mashing is more effective.
Meanwhile one of the reasons I'm running Spelljammer is that having empty space out there means that when my players improvise they can get disproportionately good effects (throwing people into space, boarding actions, breaching the air bubbles). And one reason I like 4e is because having easy access to forced movement gives you low cost engaging with the environment - and there are good improvisational guidelines (even if badly presented) to enable DMs to encourage improvisation.
One of the fundamental jobs you have as a DM is to teach new players and encourage the behaviour you want to see. If you're a perma-DM and all your new players are doing the same thing then you are the common connection. Stop blaming them.
For me, verisimilitude is king. A group of adventurers who sits on their hands while the big bad slaughters people are generally seen as just as evil as the big bad.
For me that's not verisimilitude but toxic DMing. Verisimilitude says that a group of adventurers who sit on their hands have their reputation fade. But not risking their lives to not do things in no way makes them as bad as the people actually doing them unless they are literally holding the bad guys' coats.
And for me verisimilitude also says as a player character that if you are going to be castigated for not being some sort of omnipotent hero and able to solve every act of evil and always risk their lives then a significant number of adventurers are going to decide "screw those guys" with varying consequences.
I already tried that and it didn’t work. Unlimited inspiration. The optional rule for awarding inspiration for thematic play and the theme was swashbuckling adventure. Handed out advantage for anything that wasn’t line up and smash. And they still just lined up and smashed. It’s one of the main reasons I dropped 5E and went back to older editions and other games.
And here I have a lot of sympathy. 5e is a bulky system with poor DMing tools. It does some things decently (the subclass system is great) but there's nothing I think it's the best for and as a DM it gives me nothing. I come with enough I can handle it but that's because of what I bring with me.