When the players do stuff with their PCs, no matter how unimportant it might seem to the GM, the fiction is not "entirely unchanged".
How?
I am being 100% sincere here.
If you go through all the complex motions of the player insisting they want six torches instead of five,
whether or not they get those torches, how has that actually changed anything about them?
As I already said, "high-stakes" things are high-stakes
to the character, which may or may not have any relationship to ~world-shaking events~ or whatever. Those things absolutely, 100% matter.
But doing a shopping trip, the thing everyone keeps harping on as so vitally important that we MUST play through it to the hilt every single time unless the players specifically reject doing so? How is that
not leaving the characters "entirely unchanged"? They haven't learned anything (except, perhaps, whether a certain merchant is pliable or not), they haven't grown, they haven't developed, they haven't had their beliefs challenged or reinforced or brought to light, they haven't discovered something new about themselves, they haven't found new love or lost something they cared about or raged at the heavens.
They've tried to get six torches for a silver piece instead of five. That's it. That's
literally it. And yet the player is expected to do that at the general goods store, and do it again at the blacksmith, and
again at the tailor,
and again at the stables,
ad nauseam until every single purchase they've felt like making is concluded.