But while noshing down on those chips and beer the player is (or certainly can be) also occupying the mind-space of the character wading in against a horde of Orcs, and deciding from that perspective what to do next.
Gamist constructs such as locked-in turn order fight against this, which is why I in turn fight against them.
Good point regarding luck: one ongoing trend across editions seems to have been to try and reduce luck's influence on proceedings; where to me the whole game is, at its core, about luck. The lucky ones survive, the others don't.
As for 4e and open-endedness, you're actually making my point for me in a way: you couldn't go outside the framework and just try stuff like you could in 0e-1e-2e; you were stuck within the rules no matter what, page 42 notwithstanding.
Put another way: instead of the DM reining you in to a greater or lesser extent depending on numerous variables and being able to allow for circumstance, the rules consistently rein you in. For the player it's the same thing, only the latter is more predictable and thus less interesting.
Again though, you are supposing a sort of oppositional game play process where the players and GM's goals are at least partly in conflict with each other, such that the GM would try to 'reign in' players and part of his 'job' would be telling them they cannot do things. I don't play in that way, at all. It isn't my job to tell the players what their PCs can or cannot do. I can tell them what situation they are in, and I can present them with obstacles and resources which facilitate their exploration of their characters.
And the open-endedness isn't hypothetical. I made a point up-thread about Page 42, and about Skill Challenges. These were points I made for a reason, because in 4e at least, these are structured approaches to adjudicating open-ended situations (beyond just free-form narrative, which is always an option if everyone is cool with it, though if you go too far this way the 'game' aspect might be lost). Other games have similar 'channels'. There are a series of fairly open-ended moves in Dungeon World, such as 'discern realities' (and technically the soft and hard moves any PC move elicits are really limitless in potential). Going back to 4e, if the character attempts something that is beyond a simple application of a power/feat/action then, depending on the context, either Page 42 comes into play (generally used for things which are similar to a power and happen during combat or a similar situation), or a challenge exists. A challenge is simply a variety of an encounter, in essence, so it has a structured set of rules of its own, within which the PCs can pretty much try anything, including using their powers and such. It is really just a more generalized flavor of 'combat' in effect. It can even cover long periods of time, etc. if needed.
The SC is especially powerful, because it codifies the mechanical approach to the situation. The GM is allowed to determine a complexity level (really this is generally going to correspond to narrative weight) and from there everyone knows how many of what types of rolls are needed and how many advantages and hard checks may come into play. A player can thus reason about the degree to which a success at a given point will contribute to achieving the objective, and thus decide A) if it is a good idea, and B) if it is what his character would do.
The character would do side is related to the NARRATIVE, not to mechanics. So, does the narrative work if the PC decides to go all out and pay a big cost for success? Well, how does that story come out? If the character doesn't know she's in a conflict and needs to win, why would she do that? Sure, the player could insist, but the other participants are well within their rights to at least require an explanation. If the explanation is "a feeling comes over her that the stakes are high", well, what caused that? Now we're playing an interesting game! Something new is introduced (or the player decides maybe not to push the plot that way).
In order to assist in this kind of thing, and aim for a balance between players in this kind of input my own game (which started out being a lot like 4e) has resource expenditure for the PLAYER at this point. "OK, you can have a feeling come over Harriet, that will cost you a plot point." It just means the most 'forward' players don't get to drive everything all the time.