I feel pretty much the opposite way. The less detail the game gives beyond the basic mechanics of the thing, the more interesting it can be at the table. Maybe it is years of playing games like Hero, where you brought your own trappings to the powers, but in my opinion the best thing a spell description can do is tell me the numbers and get out of the way. For example, magic missile or spiritual weapon should not describe the thing at all. What appears to do the damage is based on the magic of the character, their god, the milieu, etc... The book telling you it is an arrow or the cleric's holy weapon or whatever actively gets in the way.