That's a fair viewpoint. I know people who just love 3D printed terrain and miniatures and games with glow up lights in a special table and set playlist. But it doesn't appeal to me, any more than flowery language does. The article isn't online afaik, but there was a nice one based on observations at GenCon that said the GM gets two sentences, full stop--more than that and the players would miss things. I can find it
cited at least in this blog, which makes the same point.
Not to pick on you, because I think your example is very evocative and nicely written, but all the same--you're 3.5 paragraphs in and basic details of the scene still aren't known. How big is the lobby? Entrances or exits? What exactly happened in the bloodbath? You're now at the point of having to to define the scene again, which means more description and more listening.
I know that style works for some players and I'm sure it works for you. It reminds me, as I said, of streams which are popular. But it wouldn't work for me.