Yes. Personally I like carefully reading scene descriptions, X-ing scenery to get more info and slowly putting together an impression of the location. I like this sort of exploration. But I get that this is partly because to me, typing is a transparent activity: to me, wanting to look at the cherub and typing “x cherub” involves almost no effort, because I’m a keyboard basher. But that’s because I’ve spent thousands of hours hammering the keyboard. To someone who normally uses the mouse (or their fingertip) to navigate it’s not transparent. They want to explore the world, not this weird QWERTY thing (why aren’t the damn’ keys in alphabetical order so people can find them???)
That’s why I’ve suggested using links: they function as a form of emphasized text so that players don’t have to play blind man’s buff with the room description, and also as an alternative interface which requires no typing. Combine them with a scrollable “Verb strip” down one side of the page (which would also reveal the available verbs, as has been suggested elsewhere), and you have (most of) a parser’s functionality.
Of course there are a bunch of tweaks that would need to be added, e.g. how would a player conveniently use a peeler in their inventory to PEEL FRUIT WITH PEELER, but that’s the sort of thing that gets worked out as people use the MK1 interface.
The IF community has worked hard over the years to produce a more intelligent parser, so that the computer’s literal-mindedness about e.g. opening doors with the correct key gets airbrushed out once the puzzle has been solved, and we now take for granted things like implicit actions and smart disambiguation (e.g. “prefer held”) for granted.
I think it’s now time we turned our collective attention to the playing interface, that’s all. There’s already been a deal of good, quiet work there, so that players no longer need to download a half dozen different standalone 'terps, but the assumption is still that input is via keyboard. For the new generation of would-be IFers, this seems no longer to be their go-to interface.
Yes, particularly when I’ve gotten stuck, I’ve found it useful in games which displayed interact-able objects in a separate window: “Oh, right; the only things implemented in this jail cell are the door and the air vent, so I’ve been wasting my time using the chili paste on the window bars.” (As Mythbusters fans know, that was a jailbreak technique in real life.) Sort of a meta-hint, I guess.