fearsomepirate
Hero
Exactly, and that's a long possible of possible things a player could do every turn. (ObviousIy no one PC has all of these options, but even a few adds decision points and extra mechanics.) I don't think resolving 4-5 different activities every turn improves play at the table even if the player is 100% certain of them and doesn't have to decide anything.
RAW, right now, no house rules, an 11th-level Eldritch Knight with a sword in one hand can Move, Cast Spell, Action Surge, Draw Second Sword, Attack, Bonus Attack, Drop Second Sword, Shove, Grapple. That's 9 things. Deleting the bonus action economy, as I propose, might let him spend his Second Wind as well. Hardly game-breaking.
I just personally think you're minimizing the impact at the table of any yes/no decision that could be made, although the magnitude of the impact will depend on the players.
The issue is the way it screws up the mental map by adding a category with no obvious definition and one more resource to use. And for what? Some amount of complexity is necessary to even have a game, but every rule added introduces new failure points that slow down the game, so there needs to be a benefit to the complexity. So far, the sole real benefit to the bonus action economy is it prevents certain absurd multiclass combinations from having very weird turns, a benefit I think is vastly outweighed by the cost in terms of game delays, rules arguments, and trap options.