I’ve seen that uncollapsed wave-state of playing without any fiction called “play before play” in storygaming circles. I find it particularly frustrating too in most games.

There are a few that I don’t—in B/X D&D I don’t because the content of their planning is almost always grounded enough that I can enforce context easily. If the party is debating how to proceed in the dungeon, I can break in gently to say “Okay, you’ve spend a turn discussing planning so far. Mark off torches.”

I think that works because while they’re discussing resources and planning, if I interject about time passing, that’s another very important resource that they’re using up, real-time, in order to plan, and it makes them focus on coming to conclusions before something untoward happens to pre-empt their planning. Planning is part of the resource game then. And in a game like B/X plans are particularly important for avoiding danger they can’t handle mechanically, so planning is already fictionalised naturally and usually in a specific location: the dungeon corridor you happen to stop in.