Ironicly, it's the "blunt" and "tasteless" that allows narrative interpretation to work -better.-
By forcing flavor on common game elements, you've constrained those game elements to specific character archtypes.
Take Bull Rush, for instance. It's an attack that pushes. That's all it is by the rules. But, if you force a fluff onto that, say, you must be bodily bashing into them, you've forced it to be a strictly martial expression.
Which can be fine... but what about a battlemind?
Must all his attacks be expressed with physical contact? Why could the same attack 'Bull Rush' not be represented by him using a short ranged telekinetic wave of power? Mechanically it's no different, but in terms of enhancing the narrative, in terms of making the character stand out, it means so much more.
Skill checks don't have to represent the mundane... there's no reason why Stealth as used by a rogue has to be the same technique as Stealth when used by a warlock. One is using cover and concealment, and body movement, and distraction in order to go unnoticed. The other is using an extension of his Shadow Walk ability and making it better than it was before, the eldritch things he has made deals with altering the perceptions of those around him.
Same effect, different explanation.
The real crux here is how narrative is expressed in role playing games. The games that are best designed around narrative, the ones that emphasize narrative, and are based around the expression of narrative... those are the most abstract.
Take a look at Over the Edge... you only have four traits, one character definition, two advantages, and a single disadvantage. What list can you choose from?
You don't. It's all on you.
A character could have as his attributes:
Builds Hot-Rods
Owns At All The Videogames
Has the Sexiest Car
Terrible Driver
and that is a complete OtE character. Look at the narrative implied in that... the system is so abstract that it requires narrative to come from the players.... and narrative SHOULD come from the players. That's the entire point to roleplaying.
D&D is no different; there's no reason why Cleave must represent a single blow with follow through, and cannot represent a pummel smack with your second weapon, or a shield bash, or a well-timed kick, or the enemy vomiting in sickness from the gruesome display of violence.
The idea is to empower your players to bring their narrative to the table, not enforce a narrative on them that may not coincide with their character's beliefs.
An example of this was a character I created for a home-brewed game. I decided to make 'A gnomish wizard, based on elemental magics.' When asked what that meant, I told him it'd be a gnomish fighter, and the element would be steel. He said 'That's not a wizard' and I replied 'No, it isn't, but to the gnomish mindset, there is no difference between magic and science, between mystics and physics. It's all just an expression of how the world works. He doesn't stab enemies, he 'cast spells' that cause his sword to enter them, with the somatic component of arm thrusts. He defends himself by creating 'steel armor', which consists of interposing his sword and shield between him and danger.' Suddenly it all became clear, how even the narrative of a gnome warrior changes based on the character's in-game mindset and perspective... how the character doesn't see the game mechanics, and is not limited by player assumptions.
I suppose a better way to put it:
The rules are abstractions, by necessity. Assigning arbitrary narratives to abstractions out of context, and then deciding that they must be ruled in a certain way because that's how that arbitrary narrative works, and so that's how it must work every single time... is illogical. You're dealing with an abstraction and you should not answer what it means in the narrative until context is formed. Does the wizard casting scorching burst conjure oil and a spark, or does he open portals to the elemental chaos? The ruleset doesn't force either, so why should anyone else?