The players can make the stakes of the resolution "would we find the widget if it was here?" The players can make the stakes of the resolution "Can we figure out if the widget will do the thing?" Both of those have canonical ways to decide (yes, the DM gets to decide how hard either is to resolve, but it's not implausible for the players or characters to know the difficulty) and seem reasonably close to me. Given that I'm not in love with the idea of the players deciding where the widget is or what it does, I'm fine with that.
I run my games with a lot of flexibility. To use an example similar to the one
@Elfcrusher did, if the information is in a book, I know where that book is, and there are several ways for the PCs to find out where the book is and what they'll find in it. If the information is vital to whatever the PCs are pursuing, it'll probably be available at least one other way. I try not to have anything gated behind a single check or other roll.
I know what the DM's role is in 5E. At my tables at least, there's a feedback loop between the players and me, and I'm somewhere between willing and eager to take a player's idea and run with it and turn it into the heart of an adventure (something I picked up from running Fate, to be honest). The players surprise me, and I surprise them; it's the circle of life.