Maybe
@iserith's advice appeals to me because I think I share the same gaming preferences. I can't stand long deliberations about plans, or endless preparations, or shopping trips. I won't go into a long digression about roleplaying, but in general having players act out the aspects of their character that you already know, and do the things you already know they are going to do, is not very interesting. It's the
surprising moments of roleplaying that are invaluable. So you don't need very much of it to establish a really rich character.
One thing I'll note regarding "call to adventure" and planning and even plot: I suspect preferences here relate to another debate that pops up from time to time about the nature of challenges and how they are resolved. When the DM has a particular solution in mind, e.g. "the players need to find the password that is written in draconic in the locked box in the captain's cabin" then the players know they had better find the right solution, or one of the right solutions, to the DMs puzzle, and therefore they'd better make sure their plan is a good one. Or they're going on the right adventure. Or whatever.
Conversely, when the DM only has challenges but not specific solutions in mind, then there is no correct course of action: all courses of action are equally valid. The players will (eventually) realize this, and spend less time planning and preparing and debating. Instead of needing to find the password written in draconic and locked in the box in the captain's cabin, the players just need to discover the password.
Any approach they take to solving this has a chance of success.