I've never really liked the hybrid nature in D&D myself. Often, the folks that care about a consistent rule set seem to be ok that it hits the combat pillar, and less so the exploration one. It's nearly non-existent in social pillar, which they also seem ok with. The more you mess with this formula, the more it seems to bother some folks. Also, I know folks in more narrative FKR inspired games fandom that get put off by attempts to add more rules consistency to those games.5e makes lots of things in running the game very optional. A DM can easily keep rules mostly for combat and resolve all other stuff free form.
Under the rules of 5e a DM may call for a skill roll. Or not.
DMG page 236:
Dice are neutral arbiters. They can determine the outcome of an action without assigning any motivation to the DM and without playing favorites. The extent to which you use them is entirely up to you.
. . .
Some DMs rely on die rolls for almost everything. When a character attempts a task, the DM calls for a check a picks a DC.
. . .
One approach is to use dice as rarely as possible. Some DMs use them only during combat, and determine success or failure as they like in other situations.
Mod Note:You might consider whether fewer words would make your posts better
Which seems, to me, to indicate that FKR...isn't really trying to be a game anymore. It's trying to be something else--something very like a game, something with a lot in common with what "game" means, but not actually a game. Otherwise, it would have that almost-ineffable " 'gaminess' feeling," as you put it. Or, as I would put it, FKR actively, and almost completely, excludes Score & Achievement as a game-(design-)purpose, choosing to focus almost exclusively on Groundedness & Simulation, with just the lightest, faintest dusting of Conceit & Emulation to secure the appropriate setting context (hence references to things like Asimov's Foundation and Empire.)The other issue is slightly more abstract, and is what led to my series of posts (which I will finish any month now) on dice- FKR, much like PbTA games, can lack a certain "gaminess" feeling. It's not that it isn't fun, and rewarding, but it does less to tickle that part of the brain that is there for the joy of playing a game.
See, this fundamentally conflicts with how I understand the rules of literally any game--any TTRPG I've ever played, or even merely read.They even went as far as to put together special armor from the slaughtered orcs to protect the big cat. Now in more complex games, this would only be possible with animal handling skills or charm enchantments. And the armor could only be made by someone with the armorer skill or something along those lines.
I made the decision that since the elf DID initially use a Calm spell and the cat WAS abused that adoption WAS possible, and I went on to reason that anyone could strap on pieces of metal from a butchered enemy with little effort. In this way, the players were rewarded for their ingenuity and enjoyed a unique experience without invoking complex rulesets that do strategy for them.
This sounds genuinely nothing at all like how most people describe FKR and "rulings not rules" etc. to me. Like, almost emphatically the antithesis of how it's usually described. Because the usual description I get has communicated that the players need to fight tooth and nail for every bit of information, for every scrap of understanding. I see lots and lots of pejorative references to "handholding," for example, and to being strongly enthusiastic about players failing to learn stuff because sometimes that happens, them's the breaks, etc. And, perhaps most damning of all, the widespread and pervasive commitment to illusionism and quantum GMing in the minimalist gaming space: the world will change under their feet and actively prevent them from ever finding out, and whatever the GM intends for them to find/do/experience WILL be found/done/experienced, no matter what choices they make, the ogre is there whether they head south into the forest or north toward the plains.Give information and eliminate ambiguity. I am convinced that I sign up to run games because I am always hungry for player agency. I want to be as surprised at the table as the players who don't even know what I may have prepped. That is, I make puzzles, traps, and encounters without a known solution, so that the players don't need to press one specific button to progress. Instead, I load them up with the information they could reasonably know (including, say, something someone "good with tools" would recognize while others wouldn't), then see what they do with it. If they can know it, they should. It improves the experience for everyone present.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.