First, whatever works for you at your table is fine by me. I'm going to comment only on what happens at my table and what I enjoy.
Improvisation is the major point of RPGs. It's why I play them in addition to war games, board "adventure" games, and video games. I love all those, as well, but only RPGs have that game master roll that can ref things on the fly.
As a player, I expect my GM to be proficient enough to be able to handle "squishy" situations. That's literally why he's there. If I'm told, "I don't have rules for that, so you can't do it," I'll stick out the session and probably even the adventure. I'm probably not going to be as enthused about it, though. When there's an appropriate opportunity, I might even offer to run a game of something. You probably aren't really enjoying being the GM, anyway.
As a DM, it's true that most of the people use the menu options, most of the time. I live for the creative players that "go off script," though. I don't care whether it's story-wise or tactically. Do something to entertain me. I'll roll with it and try to keep you entertained, too. I know we're talking about combat, here, but my greatest aggravation in gaming is when the players all look at me and ask, "so what's the adventure?" Dunno. I've given you a town, a couple of mysteries, a couple other obvious conflicts into which you could insert yourself, and some organizational ties, many of which were created to play to what you told me motivates your characters; so, you tell me, what do you want to do? Combat's the same way: grab a chandelier, jump on a table, throw sand in the orc's eyes. Do
something.
Sounds like you'd be happier playing 4E
This is, in a nutshell, why 4E never worked for my group.