I really like this and am fully on board with resisting a firm interaction/un-interaction split! It’s all one thing!
Interestingly, and seemingly contrarily, I read this just after reading this piece on Gamesline, which I also liked even though it fully embraces the language of ludonarrative dissonance. To attempt to translate that article’s concerns into your framework, I think the problems people describe as “ludonarrative dissonance” could also be described as cases where a game’s internal contradictions fail to add interesting texture. Sometimes the contrast between semi-playable setpiece and regular play is awesome, and sometimes it just makes me wish a 30-hour trudge was 27 hours shorter and focused on the riskier textures.