I don't want to retread the same discussion we've had before that what a character experiences gives some implicit information, and therefore may need mechanical resolution (can you read dwarven? do you smell the wet werewolf in the next room?) Let's bring this back to what were originally talking about instead of going off down that tangent. Maybe an actual example would be useful so I can see what you do and hopefully understand it better.
The party enters a courtyard. It's centerpiece is a 12' tall stone status of a hobgoblin holding some sort of elaborate scepter, standing on a plinth.
As DM, you know that the party may be able to identify the particular hobgoblin in the statue, a famous historical general who's name would be useful later in overcoming a puzzle. Also that the scepter is a religious icon for a splinter sect of Maglubiyet that has the motto "Cunning shall rule the battlefield", which is a password to get past magical guardians without fighting them in the next room.
I believe that you give out just the information that doesn't require a check. 12' statue basics get described.
Samantha (a player), says "I examine the statue visually without approaching. Do I know anything about it or see anything besides the scepter that catches my eye?"
Samantha is playing Dakota Smith, an archeologist diviner wizard, who happens to be proficient in both history and religion (as well as arcana and some others, but history and religion are likely candidates for getting those two pieces of information).
What's the process from here?
Of particular interest to me in this scenario is (a) avoiding "split brain" where a character forgets everything they know and are experiencing except one thing they are focusing on and (b) dealing with an uncertainty that has a meaningful repercussion on success, and the only repercussion of failure is not having that success, which was the original question.