So, for instance, the highly technical Ocean's Eleven style of heist, where the players have to do all the planning and detailing of things based on a GM's presentation of a scenario.
Problem number one is the sheer amount of detail that is required. Very soon the players will ask some question that the GM can't answer because they simply have not come up with that information. This yields a number of classic problems which amount to the GM needs to effectively adjudicate whether to allow a certain line of planning/action to go forward or not. The GM is going to face pressure to 'say yes' effectively, but their other option, to say no, something-or-other prevents going that route is not actually better.
Problem two is related to problem one, which is nobody on Earth is knowledgeable enough to make intelligent adjudications of most fairly technical stuff in the first place. I can imagine bank vault security and how mob guys work and even tell you something about security systems (I've built one myself, still insufficient to say much about commercial grade systems). So, there's going to be a diversity of opinions on what matters, how to adjudicate things, etc. and that's going to impact the concept of character competency. You can just try to go with tropes and a general consensus, but the more nitty gritty stuff is, the more that tends to break down.
Problem three is simply that when you try to go about adjudicating tasks in detail, the very large pile of checks that arise out of that becomes a mountain that is extremely hard to climb. In effect this is realistic, it is clearly super hard to break into a high security vault and steal a bazillion dollars! But realism is a crappy game. The original 1e PHB has that cartoon in it where the PCs are playing "Papers and Paychecks." The joke is multi-level, but one level of it is that it would be a terrible game! So, typical task-oriented 'roll for every detail' play breaks down when tasks are stacked too deep, which a technical heist is exactly going to do. Now, you could make all the DCs super easy and just roll with it, eventually one or two checks will fail and that's the drama, but I've not seen many RPGs that are tuned that way.
I'm sure there are other issues you might run into