I've found that my Pathfinder group is much less into the roleplaying aspects of the game as my 2E group was.
With my experience with 3.5E so far, I'm finding the same thing. The 3.5E system provides a roll for everything, so instead of using a 10' pole and pouring water out of a water jack to see where the water stands and where it disappears between stones, the 3.5E people tend to just want to throw their Search skill and be done with it.
Plus, since initiative in 3.5E is thrown at awarness instead of combat, there's a lot less free-form gaming. Going to the wargame-like tactical combat round in 3.5E so early sucks some of the roleplaying life out of the game, I think.
I still like 3.5E, and I like other aspects outside of the combat round. But, my preference is the old 1E and 2E Free-Form roleplaying style.
Outside of combat, I like the Take 10 and Take 20 rules a lot. I've started using them to facilitate the free-form side of things. I write the PCs Search, Listen, and Spot checks on a sheet of paper where I can get to them quickly. And then I use the Take 10 version of their skills while outside of combat.
For example: During our last session Sunday night, the PCs were examining an old, defaced temple-like room that they stumbled across. In the walls were alcoves where statues had fallen. One of the broken statue bases had something secret to find, so when one of the players said, "I check out the broken statue alcoves", I simply looked at his Search skill without the player knowing it, then compared the Take 10 version with the DC to finding the secret compartment. His Take 10 was too low for the DC, so I just replied, "OK, you move over to the alcover, knock some of the rubble over with your foot, and give it a pretty good inspection. You don't find anything."
The Take 10 rule allowed me to basically give the character a check without rolling dice that would awaken the player's curiosity.