There is a different sense of accomplishment when the player solves the riddle, discovers the secret door or negotiates a tricky social encounter than just button mashing the Intelligence ability, and Investigation and Persuasion skills.
Then...refuse to allow the players to do this? That's literally what I do whenever I GM Dungeon World....both because it's what the rules explicitly require, and because it's what I would always ask of my players whenever I am GM.
You cannot "Roll Perception". You can observe your environment. Sometimes, doing so just lets you know things--stuff, as my father would have said, "intuitively obvious to even the most casual observer." Sometimes, there's more under the surface, and when your
actions represent an effort to perceive what is not casually observable,
then you roll Perception.
You cannot "Roll Persuasion". You can interact with people. Sometimes, indeed most of the time, doing so just...continues the interaction, or achieves your goal. You don't need to persuade a shopkeeper to sell you items for the listed value of the item. Sometimes, however, you need to do or say more, and
when you have done or said more,
then you roll Persuasion.
I see absolutely nothing about old-school D&D which helps or hinders this. The only possible argument is a lack of gameplay in the first place, which (as you know) I don't consider a positive. It's not skilled
play if you aren't, y'know,
playing.
In 1e-2e the idea was players pay attention to the GM as they describe the location/situation and from clues within the description given, or the players' own ingenuity (which includes creative use of an ability/spell or item) the players solve or discover abc.
Players who elect to not pay attention to their GM earn the undesirable results of that choice.
In later editions the game moved further way from this style of roleplaying.
No. It's just that lazy GMing is a problem that becomes more obvious as D&D becomes more accessible.
EDIT: It also dealt with a conservation of resources.
This older style of play focuses on one's own skill (and knowledge), where it is viewed that the player is tested rather than the character. Some have affectionately labelled part of this style, especially when searching a room, as pixel-bi###ing.
Interesting. The vast majority of my experience with that term comes from computer adventure games (e.g. King's Quest/Space Quest/Fate of Atlantis etc.), where "pixelb!+@#ing refers to the game being a jerk to you and requiring pixel-perfect accuracy before it will let you proceed--"puzzles" that are only hard because they are infuriatingly pedantic, not because they are actually a challenge of any kind to the player. So it is...more than a little strange to me that the label would be adopted for something that is, or at least aspires to be,
actually a challenge to the player in terms of reasoning, observation, or resourcefulness.
But to be fair, some GMs have found a nice mid-point between the two styles of play, thus getting the best of both.
I mean at this point all I've really gotten from this is that old-school fans think their game is somehow immune to lazy GMing, which is a humorous, but not particularly revelatory, mistaken belief.