I guess my experience comes from playing with a DM who, on the surface, really let us do whatever we wanted as characters, but the only actions that really mattered were the ones that followed her preordained plot. So we could invest in an inn, adopt an orphan, research hidden treasures... But none of that really mattered unless because once we were done the DM would just say, "Okay, the next day you receive a message that..." and the plot would move forward, our actions having made no impact.
So what is wrong with this? What exactly does a player want when they do something like this?
Assuming your not already playing Innkeepers and Guests RPG or such. So say your playing 5E D&D with a tabixi barbarian, half elf arcane archer, halfling warlock and human death cleric that have gone on five adventures so far. Then the players just randomly 'buy an inn'. So sure the DM sits back for a whole hour while the players do all sorts of stuff for their inn. And then after the whole hour the DM gets back to the "game" with a "ok, a message...". And this makes the players unhappy? were the players planning on just playing The Inn Game from now on? So like what...oh no dirty dishes...um...the barbarian will use their rage ability to wash the dishes? The warlock will light the candles in the common room at night? And so on? But the players don't want to switch games to Motel Six The RPG?
If there's something that's genuinely surprising... like some ability that's not obvious, then I probably wouldn't share that. But otherwise, I'm uninterested in hiding things from the players. I want them to play the game and make informed decisions and then see what happens. I don't want to watch them constantly guess about everything.
I do this another way.
I will never just give players a dump of information while they just sit there. This is too Buddy DM. The DM tells the players "oh...remember only silver or magic can hurt a werewolf". The players all smile and say "thanks buddy DM". Then the DM says "some werewolves come out of the woods to attack!". And then players have their characters ready their silver and magic weapons.
I want players to know things for real. Any any player that asks will get a lists of articles and books to read.
I want the players to see things in the game play and research and investigate to learn things. Not just sit there and have the Buddy DM tell them things.
I tell the players these details because their characters are standing there looking at these details.
I will tell the players what they can see and hear and such. But I will never add in the Buddy DM details. I will say "the smooth stone wall is wet and slimy". But not "the wall is wet and slimy so you know it will be a hard climb" or worse "the slimy wall is a hard climb adding to the DC to make it 20."
I leave it 100% up to the players: they must have enough knowladge, intelligence and common sense to understand things like "fire is hot and will burn you" , "water is wet and puts out fires" or "wet slimy walls are hard to climb."
This is a big problem for Casual Clueless players that expect the Buddy DM to tell them all things. I'll say "the back wall of pure darkness is covered in large and small up turned spikes and a light purple colored thick liquid." And when a Casual Clueless player is like "ok, my character climbs up the wall", I'm ready with the....."well, ok so spikes and liquid both will effect your character......". The the poor player is all confused...