That's interesting. I used that analogy because--in my observation--you just press a button (or some combination of buttons) in a modern video game and you get an effect of some kind for your character. With some of the class bonus actions I've seen--rage, second wind, for example--there is no narrative component. You simply say "I am raging" and get an effect. Those kinds of powers didn't exist in older versions of the game.
Those kinds of powers did exist in older versions of the game. They just didn’t exist for Fighters, and might or might not have existed for Thieves, depending on how your DM handled their %chance abilities. What you’re noticing is that it’s no longer
just spells that allow you to achieve a desired effect simply by declaring that you activate the power. And, in my understanding magic users are generally the most popular classes in older editions. Turns out, most people like being able to just declare they’re using a power and get a predictable result. Modern D&D just lets every character do that, and that’s part of what people like about it.
I'm not dismissing those 5e features, but they are a component of the rules that I have found to be a bit unimaginative.
What you might be missing is that the existence of these “push-button” powers doesn’t prevent you from coming up with and narrating creative, fiction-first actions. It does remove the
need to do so in most situations, but the option is always there for those who want to take it.
It’s also notable that
most of these sorts of powers are primarily combat related. You can say “I rage” and get some extra damage on your attacks and damage resistance and stuff, but you usually can’t just say “I charm the guard” and have him do whatever you want (unless you’re a spellcaster and you cast Charm Person, of course). You still generally interact with the game by describing your character’s actions and the DM either narrating the result or asking for some kind of die roll. There’s a centralized mechanic for those dice rolls now instead of a different mechanics for specific situations, but that mechanic is still, in theory, used to resolve the actions you narrate in a fiction-first way, rather than as a way to skip that narration. I say “in theory” because a lot of groups do use it to skip narration. But, that’s part of the nature of the game, different groups will apply the rules in different ways. Point is, if you want that more imaginative, fiction-first gameplay in 5e, the power to make it happen is in your own hands.