I'm thinking of feats like Lucky, Keen Mind, and Leadership. Lucky gives the player the ability to make rerolls whenever they like, to represent that their character is extraordinarily lucky. Keen Mind gives the ability to know certain details without having to make a roll at all. Leadership allows the PC to influence others by granting temp hit points, again, no roll needed. These things all just happen.
For spells, there are dozens of spells that just make things happen beyond the character. But they have the lampshade of magic, so people tend to accept them without question. But if we back up out of the game world, and we just look at these things as "moves" available to the player, then it's very easy to see them as I've described them. And when we speak of player agency, I think it's important to view things at that level.