No probs. I wasn't setting out to disagree (let alone start a fight!), just responding to what I saw in your post.I think you may be mislead by my word choice (I do not choose words as carefully as you, nor read texts as closely as you do).
I think at a certain point, that "abstraction" means that what is happening is less action resolution and more scene re-framing. The borderline here is not precise, but I think that the core of action resolution is that the player character has done some relatively definite thing in the fiction, and we're now working out what flows from that; whereas scene reframing is more about changing the parameters of the situation in which the PC finds themself, as a precursor to actually declaring and resolving actions.By "with out interaction" I mean that the challenge is overcome with the use of a power or other game mechanic that can abstract quite a lot in the fiction.
I think that 3E's Perception and Diplomacy skills - at least by reputation - are often used in a scene-reframing way. Rather than the player declaring what their PC is doing in the fiction, they declare "I make a Perception check" or "I use Diplomacy", and then the dice are rolled, and the upshot (if the check succeeds) is a new scene - eg instead of their being an empty room, the room is one in which the PC can see a (would-be) hidden doodad; or instead of their being an angry NPC, the situation is one in which the PC is dealing with a compliant NPC.
I'm not exactly sure which PC abilities you've got in mind in the 5e context - my familiarity with 5e is not hopeless, but is limited - but the picture I've got is similar to what I've described in the previous paragraph, whether that is based around ability/skill checks, or the use of spells (eg casting LTH means that the situation is changed from one of risky camping to one in which the PCs are safe in a magical redoubt), or similar.
Torchbearer has a little bit of player-side stuff that can permit scene-reframing - mostly the use of Circles to trigger encounters with useful NPCs - but not on the scale of modern D&D. And I do think this is relevant to the dungeon-crawl style of play.
I think too much of this is what can give classic D&D dungeon crawling a bad reputation. Or at least can narrow its appeal.My experience of old school play was that sometime opening a door could be an hour long conversation between the DM and the player about the nature of the door (the material it is made of, the manner of construction), its placement in the wall. Whether it was locked or not and the placement of the hinges. The door, eventually being opened by popping out the pins holding the hinges.
I think it's helpful if a RPG gives a sense of the degree of "granularity"/detail expected for action declarations to be resolved. Torchbearer follows its parent game Burning Wheel in this respect - by having fairly comprehensive difficulty lists under its skills and attributes, and related rules for what gear gives what sort of bonus, it gives a good sense of the level of detail expected in action declaration. It also encourages the GM to "say 'yes'" to "good ideas" - like, say, removing a door from its hinges once their make has been successfully inspected (which might be a Carpenter or Scout check - TB has no issue with overlapping competencies in particular situations). It uses a separate part of the system - the rules for advancement - to encourage the players to aim for checks as well as "good ideas", and so avoids the problem of "GM says 'yes'" = "easy mode".
I think it is possible (not necessarily probable) that a revised version of 5e D&D could - through its skill descriptions, its advice on setting DCs, its advice on narrating failures, and its spell descriptions - articulate a consistent approach to the granularity/detail of action declarations. Dealing with the issue that "saying 'yes'" = "easy mode" might be harder, as it's not clear what the incentive would be for players to sometimes want to make checks instead.