I think there's a deeper point to
@AlViking's post. It brought to my mind the
Rules Elide essay, which has gotten some discussion.
To summarize, the main idea is that rules elide (or avoid) parts of the world that we don't want to or can't deal with otherwise. For example, it isn't fun to talk through how exactly a player would pick a lock--what they are feeling for, where they put pressure, etc. So we include a rule like "roll for X". Likewise, we don't describe precisely what we are doing in combat, like "I advance two steps, feint with a sword thrust, then move to an overhead chop". Instead we roll to hit.
Adding narrative mechanics is saying that we don't want to deal with the blow-by-blow of simulation. E.g., we don't want to have to decide exactly why the innkeeper is responding this way in context; we just roll and discover. We don't want to have to decide how many guards the Crows put on duty; we make a Prowl check and find out.
This is good because making these simulationist decisions is hard, especially for the DM to do impartially.
But it's bad because it makes the creative actions a player make less meaningful. Going back to the combat case, my choice to 'feint' is meaningless when the only resolution mechanism is roll to hit. If my character doesn't have a way to do that specified by the rules, then it doesn't matter how I say it.
I think people rejecting the more narrativist approach are reacting against this perceived lack of agency.