No flips for you!
I didn't really get my point across well, and my apologies. If narration is made with the idea that it might be useful, then it's not meaningful in the moment -- I can only tell if the narration is meaningful after some duration has passed. Thus, in the context of the 5e* sense, I am not following the concept because I cannot tell if my narration is color or meaningful. In other words, if the meaningfulness of a given narration can only every be determined post hoc, then I cannot intentionally play with regards to the agenda of "meaningful narration." It's therefore not a guide to play, but rather a possible function of post play analysis.Unlike the denoting of probable hit point totals by the description of the injuries the target is suffering (which you are correct, the description is usually purposeful coding in that regard)... other narration is not usually given with any purposeful indicators on my part of what the players could and should take from it and what they would then do with it. It's not my concern with what they do with the information given to them.
But that being said... we all work very well in standard improv technique-- the DM makes an Offer of information, the players listens to what was offered to them (either narratively or mechanically) and Accepts the information is true (the "Yes"), they process the offer of information and use it to create a new reaction and response (the "And..."), they Offer that response back to the DM, and hopefully the DM is listening too and Accepts or "Yes's" the returned offer and then "Ands..." it themselves.
And this all can happen organically without either side making Offers of information for which they already know or assume what the specific Accept is going to be. For the DM and hit points / saving throw responses it usually is... the DM makes an Offer of information that an attack barely hurt or hurt a lot, or that a wound started to burn with toxicity but the character was able to fight it off (a successful CON save versus poison for example)... but for other description there most likely isn't a specific assumption they expect the player to infer. It's just added flavor that the players can choose to Accept and run with, adding and offering back other flavor that might end up coloring the choices the DM makes on how to run any mechanics for the situation. It's really no different than the DM who has a negotiation scene with a player and decides in the moment that the player did a really good job in making their case and gives the player Advantage on their Persuasion check. The DM took the Offered information of the negotiation and Accepted it by formulating the response and giving a bonus to the connected mechanic.