AW generally works that way too, although it kind of hedges when it allows do something under fire to be a catch-all “I think this should be a roll” move. In that case, the player says what they do, GM says they’re acting under fire to do it and then it’s a roll. Do something dangerous in the quick play rules works like that too. It’s expedient, design-wise, and is somewhat justified by a character might not always know something is dangerous until they start doing it. Although even in that case, “tell them the consequences and ask” is probably the appropriate approach.