There's been a couple misconceptions I'de like to clear up. Procedural rhetoric refers to the procedures that a player performs within the game, and the things that the developer conveys with them about how reality operates or should operate.
Such as learning that stealing everything that isn't nailed down is a customary and normal behavior in most RPGs. Or going from place to place killing anything that moves. Or that your boss will betray you and turn out to be a villain.
The other misconception is about what is being designed. Several arguments have been put forth that living a purely reactionary life, merely responding to the immediate environment, is a personal choice or preference. The perception that this behavior is chosen or preferred is entirely because of experience. And guess where that experience comes from? It comes from games designed to promote that behavior. Game design is at it's core about designing human behavior and interactions.
I've been asked to give more specific examples, so let's look at the 4x space game genre. Most of them will let you design a ship, but none of them will let you choose a sane destination. For example, Endless Space only gives you a limited set of destinations, and your research on what type of planet to colonize will be started before arriving, without knowing what to choose. Some suggestion as to star color is given, but the probabilities don't reflect enough knowledge to make it actionable.
Or let's look at the FPS genre. Stumbling across supplies just randomly scattered about. Don't fret, you'll get all you need for free when you need it, with no significant effort on your part. Rather a strange behavior to ingrain into people, wouldn't you agree? Or how about the business of turning players into scavengers, looting every garbage pail and back alley in search of a tiny little bit of supplies and collectible shiny,. That's a little...odd, isn't it?
Or let's look at the RPG genre. A is generically better than B is better than C. It lacks the very basics of what constitutes a 2-player game: Taking into account the disposition of the opponant.
It's probably just me, but this seems radically different than your initial post and doesn't address preparation so much as game design and technological limitations.
In your RPG example, stealing everything that isn't nailed down is preparation. You don't know what you'll need, and so you allocate your money to the things you're pretty sure you will need. Stealing everything is how you hedge against an incorrect prediction, and also how you get some special items. Whether you choose to engage in constant larceny is up to you, but it's never a "prank" played on the player.
Your other clarification seems to me to be a complaint about limitations on game design, which also strikes me as an interesting topic to discuss. I disagree that game design is at its core about human interactions. Although the types of games I prefer do try to simulate this, Tetris is still a game. And one which amply rewards preparation and foresightedness while brutally punishing failure to do so.
Games aren't deep enough to model complex systems completely enough to fool the average player into thinking that game mechanics are not, at their base, the Blue Door requires the Blue Key to unlock. How would I take into account the disposition of my opponent when I know that there are data representations of my goal and my tools, and that the possible components of those representations are finite?
I would agree that games in general have settled into a groups of connected behavior patterns (I really enjoyed this article on the subject) and that players become good at genres more than games. This reinforces design approaches which favor serving things up (the ammo restock right before a boss fight, for example) regardless of other game mechanics. This definitely reduces variety, but it isn't any less realistic than using dice to decide which army wins in Risk. Games aren't reality simulators. If you expect a game to faithfully teach you behaviors that are appropriate and effective in the real world I think you're looking at the wrong hobby. When I want to do something realistic and responsible, I'll do my taxes. When I want to be a demigod who vaporizes all challengers I'll play a video game, even if it requires simulated picking through simulated dumpsters.
Your examples don't match (my interpretation of) your point, which, as above, is probably a failure on my part. In a 4x game (I haven't played Endless Space, but am a huge fan of the genre) I can't imagine sending a colony ship to a planet without scouting the sector first. I prepare by first knowing what information matters (what makes one planet better than another?) and then investing my resources so that I can collect that information (build a scout, send it out). If I have to research new technology to make a planet desireable then it would be good preparation to wait until I know what planets are around before doing any such research. If the particular design of ES inherently prevents you from gaining information before committing your resources, then that's really bad design. But that would be the only example I know of in the 4x space which has such a badly designed system.
In an FPS, I agree with you. The design approach for the entire genre has de-emphasized preparation down to virtually nothing in favor of allowing players to respond "in the moment", with previous successes or failures making little difference.
It would not surprise me if I'm still not addressing your point. But it seems to me that your concern is about games relying on arbitrary conventions and being too easy if you already know the tropes and indecipherable if you don't.
If you are complaining of unrealistic games, well, a game where the character is a dragon or a single soldier is the decisive factor in winning World War II (or any conflict) is inherently unrealistic whether there are health packs and reams of bullets around or not.