This is similar to my experience. Generally I might throw in a bonus somehow for a good short improv that goes with the roll. Also, up until recently I was part of an established group that had been playing since school, long before I was around. They would freely tell each other to shut up if someone was talking too much. Having a roll sort of short circuits that behavior. The flipside is that also I have run into players that are not all that great at talking so that the roll allows them to be more than they usually could be if they had to talk it out.It is. Abstracting to just a roll is pretty abstracted.
Whether or not that's acceptable, let alone desirable, abstraction is extremely playstyle dependent.
When I am running D&D in "Dungeon Penetration Wargame" mode, that is the level I use. Bonus for a short but on-point list of key points.
When I am running most other modes, I expect an attempt at improv. I adjust whether or not there's a bonus based upon skill of known players at the improve.
I almost never go to the no-roll mode, tho' if there are certain key things, I may drop the roll for those certain key things - usually things that meet NPC goals. Or that drive the party in directions I want to have them go.