First of all I would love to see some mechanisms that do encourage this, and we do see this style of gameplay quite often in Nebula Jazz, but it doesn't seem to be quite what you're describing as it's inherent to the Fate Accelerated rule set.
Personally I think it comes down to two main factors. First of all, it is often much more difficult to use abilities to 'break the rules', by which I mean using an ability for something other than straight damage. The reason being that D&D in particular is all about dealing damage to enemies rather than using the environment to 'cheat' at a fight. It allows it (it's all in your mind after all ) but it doesn't have any mechanical reinforcement. As a result there is a clear distinction between the combat mechanics and the world/narrative stuff, and many players don't stray beyond those two binary methods of thinking. If they're in combat then they're punching face, if they're out of combat then maybe they will think of something different and more interesting. A great example of this is dropping the statue onto the Owlbear in West Marches, they were out of combat and had time to think it through and plan it. By design combat in 5E requires players to manage their resources and the rules, and when tracking and planning their next move it's so easy to just not think about 'what if I did this instead of going face?'
With D&D, and CoS/WM in particular, there is a major emphasis on mechanical difficulty and character death. I think that even were the cast to have some of these ideas, then they would be reluctant to try it because it is so easy to die in those games. And death means the loss of progress and needing to make a new character, which they don't necessarily want to do. In fact we saw this to an extent with JP in CoS when he considered collapsing the temple onto the enemy, though admittedly that would have been a really bad idea. Experimentation requires a safe space to experiment after all, that's as true in TTRPGs as it is in meatspace.
You also have to consider the cast. The majority of cast members stream video games, and usually video games don't reward or even allow this style of emergent gameplay: you can fireball the wall all day but all it will do is give it a scorched texture. The types of thinking between TTRPGs and video games are so drastically different because video games have to adhere to their coding, and playing video games as a job will set those cast members into a particular, video gamey, way of thinking which can be difficult to break.
I forgot how much I love thinking about this player psychology shit