Apologies if I got it wrong, the example you used suggested to me a concern with the ability of a pass/fail mechanic to dead-end play - which I agree is a valid concern in some cases but one amenable to many solutions and fairly managed with trad-rpg play at this point.
The additional distinction I take from this comment, is the importance of player input on the “but” or “and” that follows the “Yes”. This is a difference, and in the context of what I was pointing out about pass/fail mechanics it’s important because it’s sort of shifting the player decision point to after the roll. To again usr the Han Solo example, it’s the GM saying “So you evade the space cops, but now your ship is in a dangerous situation - what happened?” as opposed to “The space cops are right behind you, their ships are fast, maybe faster then you. (Then maube a random table roll) There’s lumpy, oddly organic asteroids nearby, a field of radiation and a well armed alien freighter in range - what do you do?” Both potentially end with Han’ s ship in the mouth of the asteroid beast, but the ethos feels different. Does that seem closer to your understanding?