So one of the features of 4e play that does make its noncombat resolution systems more freeform is that skill challenges are time agnostic. A skill challenge could resolve something that happens over a matter of seconds, but it also could be used for something that happens over the course of days or even years.
These days I prefer something less free form in terms of determining consequences largely because I prefer more strategic play, but it is hard to argue that something with specific subsystems to handle things like crafting, chases, and social encounters is more meaningfully free form.
Here's the thing : More structured play is not inherently inferior to less structured play. Adding structure to play can help create an environment where players have a better understanding of the fiction and can more meaningfully reflect the differences between a social encounter and a combat encounter. It can help us think about things like what exploration really entails. It also allows for more strategic decision making, In Pathfinder 2 a Rogue might have to decide between Avoiding Notice and Searching and that decision will have an impact.