Yes, it's indirect. That's my point. (Although I wouldn't use the word "widget".)
Players should (in the approach I favor) just describe what they are doing. If things like attributes or skills or background are going to factor it, that can be adjudicated.
I've heard it argued that "Isn't it just a time saver to say, I use Persuade instead of requiring the player to spell it all out, only to have the GM say ok let me have a roll and add your Persuasion modifier if any? It's a short hand but everybody knows what it means." But what I see is that players stop engaging with the environment and end up "pushing the button" on the character sheet, and what that leads to is an inability/unwillingness to even conceive of ideas/plans that don't use one of those buttons.
In most games I play those don't come with any defined mechanics. So, yes, it's different in those cases. (In some cases age does result in modifiers.)