I hope you're right about that. I'm a convert to the RPG philosophy of "if you're rolling dice, you've already at least partly failed." In overcoming challenges, I want to minimize the frequency of my success hinging on random number generation.But besides that mechanical part, I think there's a hard interest in the new rules to make players avoid rolling unless really necessary. That is something that, in my opinion, has transpired over severall comments by Francesco here and there. If there is a roll at the table, it should be because something is difficult, not average. Then, each hero will have to struggle hard to put his traits and items to good use to increase their chances of succeeding.
But how this works seems to be hard for many players...especially veterans...to grasp. They think random number generation is the heart of the game, and that anything else must involve fast-talking the GM into letting you have your way. A lot of people have been playing for a long time where you declare an action your character is taking, specify what skill on the character sheet you're using for it, and roll the dice all as one thing, before the GM even has time to respond. "I'll search for traps...17 on my Perception!" In my 5e group when I'm DMing I've tried to train people off of this, but it's an uphill battle. Their ways are set.