Well, most modern games which pride themselves on creative approaches to problem solving largely do that by having a gazillion different context sensitive actions. Unfortunately these do not work reliably about as often as they do, and if they don't work it makes you look like a clueless dick. So you can either roll the dice and hope for your master assassin to take out both guards simultaneously. Or you can sit and wait on a nearby roof like a pussy until they separate or keep throwing rocks at a wall like an idiot.
My proposition: build a game around a handful of reliable, readily accessible controls instead of throwing in a bunch of half baked stuff that's been implemented for the sake of having an impressive gameplay reveal.
I actually thought that was one of the few things Watch_Dogs pulled off fairly well. Hacking was consistently useful in that game.
Being a bit more ballsy about imposing some limitations on the player might also work. Take FC4 for example. The way all these enemy camps are designed suggests a game where the player is supposed to come up with a plan, fucks it all up at some point, and is then forced to improvise. Then the game goes and hands out so many useful tools that the fucking up part's rarely gonna happen, especially later on when you get your hands on that game breaking, silenced, armor-piercing, semi-automatic sniper rifle.
You know, I smiled all the way through reading this, because FC4 is such a perfect example of this. And I'm sure it's so fresh on your mind because you've been playing it recently, and incidentally it's also the game that I'm currently playing. I thought the exact same thing.
What's worse in FC4 is that most of the game's weapons and gadgets can be bought or unlocked pretty early in the game. Especially the sniper rifle in question, which is unquestionably the most OP weapon in the game, especially considering the fact that you only need to find a nice vantage point for the fortresses to solo them (the same which are supposed to be so hard that you either have to wait till you kill the captian of each fort in the story missions, or co-op it online).
Yeah, with FC4 I can easily see how the game could have been designed to force you to be more creative with your options. And I think part of the problem with this subject in question and modern games, is this prevailing intention from devs to always want to make the player feel like a "baddass", which by definintion removes alot of the challenge and tension in playing.
I often think back to games like Super Metroid, where some of the boss encountered presented very interesting and non-conventional options for beating them (like the underwater guy you had to wait till he grabs you and then use your grappling hook to electricute both you and the boss together). Stuff like that was genius back in the day, and really made the process of problem solveing fun. Nowadays, it's simply shoot/slice the boss until he's dead, or screw bosses altogether and just bumrush the player with a swarm of cannon fodder.
I wish more games treated combat scenarios like the original Soul Reaver game, where enemies were immortal vampire-mutants, that you had to expoit your environment in order to dispatch. Every encounter was thus a mini-puzzle and made every victory feel much more rewarding. These days games are becoming more and more mindless.