I don't know what the big deal is. Things like this chandelier are just DM conveniences for when the players decide to pull something. Sure, you can stat out a specific chandelier, but you always could do that. All DMG2 is doing is the same thing DMG1 did for traps, giving you a generic template you can quickly refer to. You could obviously use page 42 before, but now you get to save a whole bunch of time by having a ready made ruling which is probably pretty similar to what you would sit there and spend 2 minutes thinking about without it.
I think part of the problem with DMs finding their players reluctant to do stunts or anything else unusual is related to being too focused on mechanics. Try to make your game more narrative and avoid putting emphasis on the mechanics. When people use powers emphasize to them that a power is a narrative token they get to use to change the course of events and that they understand they can describe them in any fashion they want to.
This will tend to reduce the difference in their minds between using powers, skills, and stunts. Often you'll find you don't really have to deal with stunting because they will employ their powers in unusual ways instead. This is fine. The players in my game certainly don't always think out of the box, and once in a while I have to remind them, but they do a pretty good job of looking for chances to do unusual things.
Another thing you want to make sure you do is describe the whole scene adequately. Often players ignore things that they aren't quite sure they understand. If you just toss a symbol onto a map labeled "Chandelier" they are probably not going to interact with it. If you describe the big heavy wooden chandelier with the rope tied off to the side of the room, well, that's sure to go a lot further in getting their creative juices flowing.
As for stunting and its relation to power use. Yeah, there's a bit of narrow ground there, but remember one thing. Every stunt requires a check against a DC and thus has a possibility of failure. Even in the case of the guy wanting to use acrobatics to stand up as a minor action, he could fail. Its not the best example, but if the DM allowed him to do it, then he's got to roll and if he misses the roll then he's not only wasted his minor action, but depending on the situation he might also suffer some other consequence like granting CA or whatever. Normal actions are reliable, stunts are not. That alone usually provides enough distinction to matter.
I suppose some sort of "hero points" or whatnot would be fine. OTOH I don't see where there is a major problem to be solved that needs them. If you can't get your players to stunt then making stunts cost a precious resource isn't going to encourage it.