I think you missed my point: the thing that happens at my table because it is easier and quicker is:I wouldn’t ask for a stealth check to slip past the guard. If the character was at risk of being spotted by the guard, I’d describe the guard doing something to indicate this (the equivalent of the “what was that?” type reaction many video game NPCs give when their awareness of the PC starts increasing) and ask the player what they do. Then if what they do has a chance of success and a chance of failure, I’ll ask for a check, most likely Dexterity.
Me: You see a guard near the gate. He looks like he is half paying attention and half thinking about the pub. What do you do?
Player: Okay, I'll make a stealth check to sneak past him when he seems particularly distracted.
Rather than:
Me: You see a guard near the gate. He looks like he is half paying attention and half thinking about the pub. What do you do?
Player: I am going to sneak past him.
Me: How?
Player: I guess I will try and dash across the alley behind him and slip through the gate.
Me: Okay. That's going to be a Dexterity check.
Player: I want to use my Stealth proficiency.
Me: How?
Player: I wait until he is particularly distracted by his thoughts and go then, as quickly and quietly as I can.
Me: Okay, apply your Stealth proficiency to the roll.
Both get the same place, and the second example can be fun sometimes. But sometimes it is a distraction for what is otherwise and obvious and even tedious bit of gameplay.
Similarly, I allow the party to use Standard Operating Procedures, including skill checks, when exploring something like a dungeon. The immersion benefits aren't worth the cost in tedium to approach every door and hallway with 10 minutes of positioning and 10 foot pole tapping.