Everything depends on game, its mechanics, how much does it need transparency, how much plot intrudes into mechanics (unique selective upgrades, mandatory skills or items) and so on.
For example if a game allows for immediate experimentation, has good feedback and a lot of logic in its mechanics, it doesn't really need transparency, because you either have good preconceptions of how it should behave or can test it fast and at little cost. Take Morrowind for example. Despite lacking transparency on a few aspects on its mechanics and even some outright wrong descriptions and tooltips this isn't a problem, because attributes behave in logical manner and pretty much everything about the mechanics can be tested fairly easily.
OTOH if game's mechanics is inconsistent mess, with little in common with how stuff can be expected to work, different progression curves for different skills, varying utility per point per level and so on, it's hard to not look up the information online. Take Divinity 2, for example - you don't know how skills progress, which skills are going to remain useful at low levels, which will require steady investment, what attributes are going to benefit your playstyle (int, may be surprisingly important for a warrior, for example), and so on. It's a complete and utter clusterfuck.