Considering the only limit in games is your imagination (according to ye olde box sets) I wonder why so many of them have to spell out what you can actually do?
Thinking some more about both Fate and Savage, they both have basic, generic actions to encourage players to do cool stuff. In Fate it’s the Create Advantage action, in SW, it’s Taunts and Tricks. Other games have similar. I’ve noticed that unless someone points those rules out, the actions don’t get attempted. It’s strange, but it’s true. I think the writers added those actions in because they really thought they would come up a lot, not because they wanted to encourage their use.
They happen all the time in other media, and perhaps we unconsciously want to have our RPG sessions be as whipsmart as a scripted and polished consumable. But RPGs aren’t like that, and I’d submit that players aren’t either.
That said, once the rules get explained, and the possibilities become clearer, they get used a lot.
Perhaps we do need to have mechanical heft to the sort of actions we want to see used.
Example: fleeing. Rarely do I ever see a party flee from an encounter (and subsequently get involved in a chase). Equally rarely do I see any rules for disengaging. Coincidence?