Asking a clarifying question does create the opportunity for the player to metagame, if that’s a thing you care about. It also creates a break in the narrative to answer that clarifying question, rather than providing that clarity up-front. These things may not be a problem for you, and if so, that’s fine and dandy. But if you want to know why I prefer players to provide that clarity ahead of time, that’s why.
We've covered this before. The players have a ton of opportunities to metagame, I simply ask them not do do so. I rarely ask any clarifying questions, in most cases it's just clarifying the scene. It's them saying they're jumping out the window when I'm being sure they understand that they're on the third floor. I can't remember the last time specifics of how they did something really mattered.
If I'm setting up a visual narrative it could be something like this:
PC: I smash the vase
DM: With your battle axe?
PC: Yep
...
Not particularly disruptive. Then again I probably wouldn't even bother with that. I'd probably just describe a bit of noise and what, if anything, was inside the now broken vase. Details of how it was broken don't really matter. And that's where I'm struggling ... I can't think of a good scenario where it would matter.
I don’t generally like traps that depend on the characters’ position being that specific; unless you’re using a map and minis, and ask the players to move their minis exactly where their characters stand, but that’s a degree of granularity I don’t care for.
Smashing vases aside, you've been short on examples of where the extra clarity was helpful. The examples I gave way back (one was using Message to talk to a guard) didn't have any "goal" stated on my part. I don't know what other "approach" I would have needed to add, if any.
Can you give any examples? How would it matter to the result?
Again, that degree of specificity might be needed in something like the Tomb of Horrors wherein traps have such precise triggers. That’s generally too much specificity for my tastes. I just ask that players be “reasonably specific” in stating their goal and approach. “Reasonably specific” is like the Reasonable Person Standard in US law - it’s ultimately subjective, but there’s generally a common understanding of what constitutes “reasonable,” within a tolerable margin of error. If a player’s action declaration is not reasonably specific in my view, I’ll ask them to clarify. Since reasonable specificity is an expectation I set up front, this means such questions generally don’t raise any suspicion of danger, since I’ll ask them whether or not danger exists, and players who don’t have a clear sense of where the range of “reasonable specificity” lies will generally develop one pretty quickly based on when such clarifying questions are or aren’t asked.
If I were to run something like Tomb of Horrors, I'd be making it fairly clear that something was unusual. I rarely do anything like that, when I do I just give people free skill checks as appropriate. But the problem is that "reasonable" is so much in the eye of the beholder. I think "I smash the vase" is a reasonable level of detail. You don't.
It also doesn't address the "goal" part of things. If a PC states "I cross the road" while they've been polymorphed into a chicken, I don't care why the chicken crossed the road I just have to decide if there's any risk to crossing the road or anything triggered when they get to the other side. It is something that comes up rarely, that the player seems to be floundering a bit trying to achieve a goal so I'll ask them.