In my post just upthread I mentioned dungeon crawling as a candidate for a mode of play which is rich in scenes, and in action resolution, but may often be quite low conflict. I think a game in which a player sets out to play The Reluctant Hero and it is understood that the processes and outcomes of play will uphold that character conception may well also end up being fairly low conflict ...
The point wasn't about the Reluctant Hero specifically. Replace that with the Trickster, the Parental Figure, the Natural Leader, the Grizzled Veteran, or what have you.
Thinking in an immersionist sense - when inhabiting the mind of the Reluctant Hero, yes you make gameplay decisions that avoid conflict.
However, from a story oriented sense, that is keeping the character in their comfort zone. Characters do tend shine when in their comfort zone or area of expertise. Like, the Grizzled Veteran will kick butt and take names in a violent conflict. However, for that Veteran, one fight is much like another - it is not a place for change or growth, in a dramatic sense.
A good story has both places where the character's competence shines, but also places where they are not comfortable, and experience growth thereby. I submit that story-oriented Skilled Play will include using the game mechanics to adjust the pacing and dramatic tension to create satisfying story arcs.
In Fate, for example, the Reluctant Hero may use an Aspect to enhance an influential speech about how we really don't want to fight (shining in their comfort zone), but at another time, choose to accept, or even suggest, a Compel on that same aspect that throws the character into the middle of a fight that's tactically questionable and not what the mind of the character actually wants.
Cortex has similar choices - like taking a low die for a Distinction in a given moment will give you that moment of discomfort for growth/display character depth, but give you the plot point to use to shine later.
I submit story oriented skilled play may also include using mechanics to help manage spotlight and pacing for the group as a whole. The Fate version of this might go thusly - you're playing the Grizzled Veteran, and you're in the second fight of the night, and you've had lots of time slicing up bad guys. But, the Naive Librarian in the party has been cooling their heels. Instead of Attacking like you always do, a skilled play then may be to Create an Advantage for the Librarian to use, helping to give them spotlight time and a good scene for themselves, too.