While I don't insist upon it, I do prefer this way of dealing with those kinds of situations. Just because it brings a bit of life (and character history) into the story. It's nice when the players get a chance to contribute an interesting backstory tidbit (and who knows, perhaps the chance to bring that back again in a later adventure). So I encourage my players to think of a reason why their character might know something (if it's not obvious that they should already know) but I don't demand it if they feel put on the spot.
I am sure that is good for some. We see a bit of that in the early campaign and into but to me it is like Stephen Colbert's dancing.
When he first started his CBS late night show, he danced for about 30s at the intro when he came out. Different dance each night.
I looked over at who was with me during the third ep and said "that sounded good on paper, a unique opening, but it wont last a month."
Sure enough, it was maybe 3 weeks in when he just sorta shuffled out and waved and got to the monologue.
Cuz the "another unique dance routine" gets old, runs out of ideas, or starts repeating real quick and just waiting time.
I can imagine (after now 6 levels of play over like 6 months and dont know how many times the bard of lore with all the knowledge skill has wondered "what do I know about..," ) how fun it would be to again hear a couple times a night "at the feet of so-n-so as he serenaded us with ballads of..." while one player's character is bleeding out etc.
I wonder in these discussions if there would be a discernable split if we broke it down by responders based on "length of campaign and time shared with these guys" vs say "frequent pick-ups, often with strangers, mostly short campaigns run-and-done then new stuff".
I certainly do some things different for public one-shots with strangers vs "my ongoing campaign."