DM: You peek through the doorway and see a passage stretching into the darkness.
Spoiler: Nice example
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Wiz: I need ten minutes to get telepathic bond back up.
Cleric: Good idea, I'll take the time to roll the bones and see if we can get any information.
Rogue: I'm going to scout the corridor, checking for traps along the way, and see what I can map out while they are doing a ritual.
DM: OK. Cleric, what course of action are you looking at?
Cleric: Can I make that decision when the Rogue gets back?
DM: You can if they're back in time, otherwise you'll need to make a call at the end of the ritual time.
Rogue: I'll be back.
DM: OK, Rogue, what is your plan? And give me a stealth check.
Rogue: 22. Scout ahead, checking for traps along the way. I'll note any doors, but I won't go in. I'll just listen at the doorways for anything obvious, then move on. I'll turn back with enough time to make sure I'm there.
DM [draws on map]: You make your way down the hallway, using your passive investigation to check for traps along the way. You pass doors here, here, and here. At this one, you spotted a trip wire, although you don't know what it will set off without further investigation. Do you do so?
Rogue: I'm on a time limit, so nothing beyond the basics.
DM: OK. You hear some noises behind this door, but you can't tell what it is. You don't get anything from this door. Going any further risks not making it back in time.
Rogue: OK, heading back.
DM: Cleric, he'll be back in time, so what will you ask about?
Cleric: How about if we open the trapped door?
DM: The bones reveal both weal and woe - you sense great danger but great reward.
That entire exchange would take about a minute of real-time, and a big part of it is what the cleric is doing. If you don't think that was "worth it", then so be it, but it would be in my games. Three characters did something effective, one of them only because the rogue was allowed to eat up almost a minute doing some scouting. Could there be more descriptive dialogue? Sure, and it would take up more time. But unless the DM and the rogue go to a different room to have the DM give just them the descriptive dialogue, there is no difference between the DM describing it to the rogue and describing it to the whole party. All the descriptions are given, and when the scout returns, they share it, so it all works out. The number of decisions that have to be made just don't need to be that many - here we had the rogue give some parameters at the beginning, and the DM clarified once. Then they just had it done. If the DM describes every step the rogue takes, having them roll for investigation for every floor tile, then, yeah, scouting would be a huge waste for everyone else. But why would anyone run it that way? If the scout is wary of danger, they will very likely be able to recognize it and pull back before something happens that they cannot deal with, so let them do it and find out what's ahead. I've had a scout in my game (a bard rather than a rogue, but they still performed the function) turn being ambushed into surprising the enemy, and their total time of being focused on to do so was about 5 minutes.