By the way, I realize I'm proposing some very unorthodox GMing. Not the "you can't tell players what their characters think" part, which I think is fairly common, but the "Why bother rolling dice for all these things?" part.
I realize that. I realize it's a tough sell. And, like I've said, there are areas where I'm still conflicted in how to apply it, such as "knowledge checks".
But I do think there are assumptions about how RPGs are played that are worth questioning. If you start with the basic foundations of what makes a game of any genre compelling, and what sorts of games have those characteristics and which don't, I think it becomes clear that some longstanding practices in RPGs are left wanting.