Hiya!
I think your "kids these days" ramble is being unfair and unkind to everyone else here, and it is certainly based on a misunderstanding of the issue under discussion.
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So please, read more carefully. Your post really comes across as a knee-jerk response, a rush to judgment that carries you off in the wrong direction entirely.
I didn't mean to seem unfair/unkind...and I can definitely see that I misunderstood the core of the OP. Dealing strickly with RAW, however, especially in 5e is...hmmm. Lets say it seems like only reading the Cliff Notes of an RPG system. The way an RPG works, from my perspective, is "Here, lets play make-believe!". Now, to avoid the 3rd grade arguments of who shot who first, we have rules/guidelines. However, the core of the game is "lets play make believe". To me,
that is the bedrock, the defining factor that seperates a table-top RPG with a computer one (for example). So when a RPG'er starts listing off 'actions' they "can" or "can't" have their character do, regardless of the whole "lets play make believe", that's where I get the disconnect.
To me, the ability to choose whatever action you want your character to try to do is
the defining trait of an RPG. The RAW is there for when the "I shot you first!" arguments may pop up. "I wait for him to hit me first...then I'll go" is the "make believe" part of RPG's, and, to me, trump the RAW every single time.
I see both behaviors...heck I *use* both. Sometimes I say "I'll take the Dodge action this turn" and sometimes I narrate what I'm doing. In general I don't bother with the narration unless I have something novel and interesting to say. I especially look for ways to narrate such that it develops my character's personality, without being repetitive.
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P.S. As for the part about describing what you want to do and then having the DM determine what rule applies; that works great with novice players but for players who know the game I think it's simpler to have the player just say, "I'll use the Ready action and..." etc.
Yup, I'm with ya on this.

I can and do hear "I'll just Dodge this round", or "Can I make a Perception check to notice anything unusual?", etc. However, those are usually not the answers I get when I ask "So, what do you do?". For some players I'm sure this is easier (e.g., ones who grew up with 3.x/PF/4e, or via computer games)...having an in-game "choice" makes them feel more comfortable. However, after a while they all (IME) eventually break out of those narrow definitions and embrace the "This is what I want to do..." type of play.
We definitely call out the Ready action. In part, this is because it has a definite impact on the flow of initiative -- the DM (me) appreciates the cue that the next combatant can go. We've periodically called out stuff like the Attack action only because the economy of actions is different in 5E than it was in 3E, so breaking it down explicitly can help with things like TWF and other bonus actions. For example the Fighter kept forgetting that she couldn't do both an off-hand attack and Second Wind, or that Action Surge didn't also give her an extra off-hand attack; breaking down the actions explicitly helped her, since she played a similar character in 3E (first time through 5E, everyone intentionally played a "comparison" character).
As far as calling out the skills, I (as DM) generally say things like "roll Intuition, or equivalent" so the players can make suggestions based on how they envisioned their character when building it. As DM, I appreciate them telling me what skill they want to use because it can prompt shared understanding of the rules and/or because it gives me the option to allow a "related" skill with penalty. As far as just "letting the skills fade into the background", I've played RPGs long enough to have witnessed some really painful things like a charmless player of the party face or "captain obvious" playing the subtle investigator. If it works out to have roleplaying moments just "flow", great, but the skill rolls are the insurance to let people play against their own type.
Yup, I can see that. I do ask for Initiative, most of the time...it's a good start for a combat!
As for the OP...playing in AL doesn't preclude that you have to state "I use the X Action". You can just say "I try and do X"...and leave it up to the DM to figure out the details (which, as I've stated, is how I believe the game is intended to be played....hell, any RPG for that matter). If the DM at the table says "No, that doesn't fit in to the RAW", then you just have to accept it. Hopefully your DM isn't that rigid and can say "Nothing really fits what you want to do, but This Action is closest. Lets do it like this...". You probably have to make a roll on something or give up something (e.g., "If you get hit, however, you lose your turn")...but, IMHO, a DM shouldn't say "No" to anything other than the truly absurd (e.g. "My fighter jumps off the cliff and wills himself to fly!").
^_^
Paul L. Ming