This is where I think environmental design is key. The “I spam X” method is largely an outcome of Black Box Design in encounter layout, versus Puzzle Box Design. The more dynamic the environment, the more objects to be interacted with and ways to move around and behind things, the more different sort of actions that players are going to attempt (as the encounter becomes as much a puzzle to solve as a fight to overcome).I love this. Using the aspects of the scenery isn't usually encouraged or rewarded often enough.
To me, this is where the 'help' action can shine a bit: "I push the bookshelf over onto the enemy" is a nice description for a 'help' action. No roll needed - unless, of course, there's some kind of interesting consequence for failure. But that chance of failure often discourages players from being creative.
5e’s return to more streamlined and wide-array use of attribute checks makes Weird High Gygaxian Dungeon Rooms far easier to run in many ways than in any previous edition (there’s a more complete and unified system of skills than in AD&D, but a less siloed and assign-every-DC sense than in earlier d20 editions), and there are a lot of costless “at-will” abilities of different sorts (including tool proficiencies of various types) that characters can employ in lieu of standard attacks. But it’s imperative that the players see the opening for the use of such attempts in the space around them (otherwise they’ll default to attack out of the opportunity cost argument if they expect any attempt at interacting with the environment will be for naught).