Which, to use a sledgehammer term, leans considerably too far "gamist" for me; not in any capital-G Forge sense, but in the sense of overly-much putting game considerations before fiction considerations.
And sure, there's many an unavoidable instance where game-side abstractions are essential. But in cases like this (and there are a great many of them) where they are not essential and-or poorly (or don't at all) reflect the reality of the fiction, my vote is almost always to put the fiction first and if the game rules don't suit, kitbash them until they do.
This is exactly what I mean by the above. In my view this should never happen, that players have to come up with unrealistic narrations just to suit what's obviously a faulty game mechanic. Instead, IMO it's on either the DM or (preferably!) the designers to identify that it's the mechanic at issue and fix it.
That said, the jumping issue itself is caused by a series of bigger things all congregating at once: very restrictive movement limits, a too-binary succeed-fail system, and combat rounds not being long enough. Extending the combat round to 10 seconds would allow any length of jump to be a part of one's move rate and still allow a decent run-up at one end or some movement at the other; the jump distance can become part of your move and still all make in-fiction sense. Relaxing the movement limits would have much the same effect. The too-binary succeed-fail system is a bigger issue, as some other currently-ongoing threads are showing.