To add to what @Minigiant is saying here... I (almost) always provide the DC for a stated task and the stakes for success and failure. I don't consider it a take-back by the player if they decide to change their course of action. I consider it from the PC's perspective: they are (mostly) capable adventurers who have a reasonable sense of how difficult something is to do in the fiction and the potential consequences of said action. That's not always obvious from the player's perspective. FWIW, it's rare that a player actually changes course of action for their PC in our game, but the option is there.
I will give people information from the PC's perspective, but generally don't describe things in game specific terminology. Some checks and interaction can clarify difficulty and risk. So it will be a general easy or hard, but could also be potentially misleading. For example if they actually failed or barely made a perception check to find a trap they may think the trap is easier to disable than it is. But I'm also pretty generous with things like dexterity saves if they miss the check fail to disable by a small amount.
All depends on what works for you and your players.