A ) Some things are better activated deliberately and never accidentally, such as elevators.
B ) If a change in the player’s environment is a direct consequence of the players action, he/she needs to be aware of this through feedback to recognize cause/effect to prevent confusion.
C ) Some switches are meant to be searched for as part of a puzzle.
D ) Some switches need to be deactivated after activation.
So the player can variate the speed based on what is appropriate for the circumstance, or not - with a menu toggle.
Because it doesn’t always make sense to reload when you don’t have full ammo; reloading is uninterpretable once it has begun and leaves you vulnerable.
Because interactivity is fun.
I’m not patronizing you, you already knew every answer for these and why these questions don’t make your point. Complicating or laborizing anything in a game is a necessary consequence of allowing the player to flex their decision making power. If every jump requires crouching it’s not even a decision; if jumps rarely involved crouching, it still wouldn’t be interesting, but it would be whoa-fully less tedious and at least give space bar a reason to exist on it’s own.
There’s a reason the doors open automatically in anomalous materials. You can’t waste the players effort or time on a non-decision with no consequence. Would you feel ok if your game paused and required that you solve a captcha to complete a jump?
Now, there are select situations where duck jumping is an interesting extension of the player’s movement, but the fat needs to be trimmed for the overwhelming majority of the game.