I might simply be more sensitive to it, but I routinely have players asking if they can do something, and then expecting a DC to be produced, and then possibly feeling the DC is unreasonable, or alternately succeeding on a check, and then being disappointed with how I describe their success which they imagined to be more total. My preferred play would involve them knowing the outcomes of their actions not through asking me about them, but by having internalized the rules structures for those actions (an impossibility in 5e, which does not have such structures). The abstract nature of any given action's impact to the gamestate is something I very much find to the game's detriment.
More broadly, it creates a strange tension with actual player abilities. Some players lean in to trying to use them as often as possible to avoid the above situation, others don't bother with them even when they might be obviously applicable, preferring the above game, and yet others attempt to use them as resources to negotiate (can I spend a spell slot to...).
If anything, I'd give the narrativist derived games a leg-up, in that they're doing this intentionally, and from what I can tell, largely because they don't care about the gameplay in the sense I do. If you don't actually want players decision making to be a significant factor in character success, then you're dealing completely differently with incentives, and it doesn't really matter.