Yes, and if I were to roleplay a quick-thinking space marine who is attempting to get out of a bind, I don't just tell the DM "I get out of this bind!" and roll the die; I tell the DM "I shoot at the window and try to escape," or "I throw a flash grenade and escape through the door behind me." Both are equally viable and equally dangerous in terms of my character's motivations and abilities, so the decision is left up to me and my skill (or whatever metric by which I make decisions), not the character and his preferences. In instances where the correct course of action is more obvious, skill might still be needed to get into the mindset of your character. For instance, my space marine wouldn't have even considered the window if I, the player, were too inexperienced to think of it.
That's not, in my experience, how that would work. If it did, no one would ever be able to play a character more intelligent than himself.
No, the player should ask the GM to describe the room in detail, and the GM should tailor that description to the character. A smart character would notice the window. A smarter character would notice that the window was locked, and instead see the lightswitch he could use to let him escape under cover of darkness.
Even that's using the strictest interpretation of tabletop roleplaying. I'm sure many players bear the ultimate goal of beating the DM's campaign in mind, and thus make skillful decisions to help their team mates and themselves in order to win.
I think viewing the GM as the adversary is the wrong way to do it. He's playing, for fun, just like you are. Outwitting him, thereby blowing up the campaign he spent weeks creating, isn't going to be fun for him.
The necessity of skill is usually even greater in videogame RPG where it's generally required to min/max and combo abilities with companions in such a way that is supernatural. It's almost inevitable that players will need to forsake a small aspect of their character in order to successfully beat certain encounters (like comboing a power with a companion they abhor).
Is it? Does it occur in ME3? I'm pretty sure it doesn't, given that I don't even know how to do that, and ME3 offered zero challenge.
Whether you like it or not, the vast majority of players prefer it when their games are winnable and are willing to step out of character for a few moments to continue the story, thus designers make their games off of that assumption.
Roleplaying games don't have winning conditions. There's no such thing as winning.
Ultimately, it doesn't really matter. Mass Effect is a game built upon the notion that player skill is required. Insinuating that ME2-3 are failures for not doing otherwise seems pointless.
ME2-3 did do otherwise. Mass Effect requires no player skill. I've praised the ME combat system many times. It was a revolutionary implementation of traditional CRPG gameplay through a shooter interface.
They would be failures if they hadn't, but they did.