I get what you're saying, but to properly adjudicate any situation there is a minimum level of information the GM needs to know. So a simple "I roll perception" statement doesn't qualify. I need to know where you are and very generally what actions you are taking. It might matter a lot.
Exactly. To say "But my character isn't actually in the world and I (player) wasn't born there" is a cop out. If the game is being described and narrated by the GM properly, it is very easy to decide what you (player/character) might do in that situation.
It could be something like
"I search the room" - in which case, I, as the DM, after already having described what is in the room, might say "Are you opening the doors to the bureau? Are you looking behind the curtains? Are you picking up anything that is on the table?" The player/character can then yes/no those items, or describe an alternate way to interact with them.
Or it could be "First I'll take a look under the table, since that is closest, to see if anything is hidden under it. Then I'll look at what is on the table, but not touch anything."
In both cases, there is no rolling involved at all. As the DM, I know what is in and around and on those items.
Only if the player decides to interact in some way where failure is an option: "I check to see if the bureau is trapped. I'll peer at the lock itself to see if anything is out of the ordinary." (For me, and half competent thief would be able to tell a trapped lock by spending time looking at it, probably no roll even necessary); or "I'll stand to the side of the chest and whack my mace straight into the keyhole of the chest, so if there is a poison needle, it'll be blocked." Also perfectly fine, and might set the trap off with no ill effect, no roll necessary. Unless the trap is a poison gas.... (but I would also be less likely to actually do that kind of thing, without it being telegraphed, i.e. not in a random dungeon).
And as the DM, if the player asks "What do I know about this kind of lock?" If you're a thief, or even w fighter who worked as a blacksmith, I'd likely give some specifics without a roll about how difficult those locks typically are. Its mainly an effort on my part to be neutral, and adjudicate the game without gotchas and without it devolving to "roll this, roll that". The less rolls we do at the table, the smoother the game seems to go, and the more engaged the players are. Also, I will remind players about things they learned that they're not remembering that may be relevant "Remember last week when you spoke with the Seneschal, and he mentioned that this particular sect is known for using contact poison as a means of protecting their property." as the part explores their temple. No roll needed. (Although I'd be hoping that someone at the table was paying enough attention to write that down or remember it... )