For me, this raises a couple of questions.
First,
a solution implies
a problem. Where are these problems coming from? Who is introducing the relevant stuff into the fiction, and establishing how the PCs are oriented towards it? For instance, in
@Maxperson's example (i) who decided that a ghost was terrorising a town, and (ii) who decided that the PCs needed to put the ghost to eternal rest, and (iii) what motivated the decision in (ii) - and I don't mean in the fiction, I mean
at the table.
Second,
what makes a solution one that can work? Who decides that, and how? What would make a solution so good that it would work with no roll? What do the
players need to know to identify a solution as (i) viable at all, (ii) a good one, and/or (iii) such a good one that it might succeed automatically? Whatever it is that the players need to know,
how do they learn that?
Suppose the players think that a plan is a good one - eg because it fits with their understanding of how ghosts, and magic, and prayer all work. Is that relevant in these "living worlds"?