I feel that this is at the more pejorative end of ways to describe skilled play!
Speaking a bit technically, I would say that skilled play, in the Gygaxian sense, is predominantly drama resolution where the GM narrates the outcome based on their adjudication of the character's fictional position and the player's account of what the character is doing. (I say "predominantly" because there might be bits of fortune in there - eg, if the player says that their character will break through the doors by pushing over the heavy statue so that it crashes into them, the GM might call for a roll to see if the character is able to heave the statue over.) And this is taking place in a context where what is valued, among the game participants, is demonstrations of problem-solving cleverness in the context of (ever more baroque) architectural obstacles.
A really good source of examples for discussing skilled play, in my view, is White Plume Mountain. The frictionless corridor with the super-tetanus-spiked pits is particularly noteworthy. This example shows that it's not about speaking "keywords" or finding the pre-determined solution to the puzzle: there can be multiple ways of getting through this challenge (eg some involving ropes, some involving "surfing" doors down the corridor, etc).
In this sort of play, when to call for a die roll is an important consideration: eg if the players come up with a rope-and-pitons solution to the frictionless corridor, should the GM also call for rolls to successfully hammer the pitons into the wall? I don't think there is a clear and unique answer to this question. Each table will have to come up with its own set of expectations and practices around what is reasonable and what is unfair.