Dissociation, as generally exhibited in 4e, essentially says (and I'm pretty sure you've said some version of this in other posts) that no one narrative instance of a mechanic may have any bearing on another instance down the road.
That's true, but not relevant to my point.
The fact that (say) Come and Get It is narrated on this occasion as deft polearm work does not preclude it being narrated, next time, as enemies rushing in Jackie Chan-style.
My point was that, when you narrate the enemies rushing in Jackie Chan-style, even if you
intended it to be mere colour, you have established something in the fiction, and that is something (as I said) that is liable to getting picked up on by someone else as an anchor for action resolution. For example, following the Jackie Chan-style narration, if another player forms the view that the NPCs in question are gullible, or headstrong, they might try to leverage that in some way by making a Bluff check to manipulate them into doing something else against their interests.
That's why I don't agree that the narration of a "dissociated" mechanic is never relevant to action resolution. Because from time to time even mere colour will get picked up on by someone else at the table.
(And it has just occured to me that this is really just a version of an old, old point. It was common in old advice articles in Dragon and White Dwarf to read things like "Don't narrate a room with diamond-studded walls, because you can never guarantee that the players won't find a way to have their PCs harvest the diamonds and thereby become so rich that they break the game". That warning rests on the same idea: that in an RPG "mere colour" is always liable to be leveraged into something more by clever and/or ambitious participants.)
One thing I also find strange is that there seems to be an implication (not necessarily by Pem) that abstract mechanics somehow promote drama via genre tropes or something similar. I do not find a problem with that except for that there also seems to be an implication that less abstract mechanics necessarily get in the way of drama.
For me, it depends where the less abstract mechanics direct my focus, in play.
If the mechanics direct my focus towards tracking the passage of time, the usage of rations, iron spikes etc, and/or very complex mechanical implementations of attacks, damage and other aspects of action resolution, that can tend to dull the drama, for me at least.
Some contrasting examples, both from Rolemaster:
Rolemaster crits enhance drama, becaue the effects are generally concussion hit loss (which takes you directly closer to unconsciousness), bleeding (which equates to periodic hit loss plus a penalty to all actions), stun and similar action denial (which has an immediate effect just as it does in 4e or many other action-economy-based games), penalties to actions (which have an immediate and obvious significance), and/or descriptive effects like "knocked back 10'", "leg severed", "arm and shoulder shattered", etc. Any of these effects gives you an immediate sense of the threat to your PC, and the way that is changing the dynamics of the fight. 4e is the only version of D&D I have played that can give the same visceral feel, with its robust rules for conditions, ongoing damage, etc as well as hit point attrition.
Rolemaster healing, on the other hand, does not enhance drama at all. Magical healing is based around a very large group of spells that look to the details and severity of injury (healing cartilage is different from healing a tendon, for example; and healing a merely broken leg is different from healing a shattered leg); and there are reasonably complex recovery times to track. Natural healing is similarly detailed. The contrast between this and 4e D&D is very marked - the only time natural healing in 4e involves more than just changing a couple of numbers on the character sheet is the disease track, and that is dramatic! And in-combat healing, via magic or inspiration/determination, enhances rather than detracts from the drama.
For me, there is something of a tendency for "reaslistic" mechanics to suffer from the Rolemaster healing problem. But as Rolemaster crits show, the tendency need not be universal.