Removing superfluous fiddly details is a very good thing in parser narratives.
It’s reasonable for a player to assume they need car keys to drive and for the author to advance the story narratively when the player meets the requirements. It’s also reasonable to assume the character understands they are inherently performing all the fiddly details of starting and driving a car (inserting the keys, turning the keys, shifting gears, etc) without bogging your story down with them. Because the player probably knows how to drive - they likely will not know exactly how the author wants them to drive via a parser interface.
It also saves a lot of coding and debugging and testing on those fiddly details.
It’s one thing if you’re simulating unusual and arcane machinery that the player should need to experiment with, it’s another if the player gets stuck on something they know how to do easily in real life.
Guess the verb is not fun. If the player needs to brush their teeth to advance the story, it’s much easier to just narrate that instead of going through the simulationist backflips of implementing a brush, bristles to support toothpaste, a mouth full of teeth, a toothpaste tube with a finite level of paste and a removable cap that has to TURN and/or UNSCREW, and verbs BRUSH UP, BRUSH DOWN, RINSE, SPIT…