If a player is trying for an outcome they explicitly know - such as lifting an object, shooting a target, or overcoming an enemies armor
That's not the player trying for an outcome, that's the
character. Except that the character doesn't know what Aspects or Fate Points, or 'Tags' are in the first place, and so doesn't need to know how many would need to be involved in order for them to succeed at their task.
If a target is a little hazier - those rolls where the player is fishing for info from the GM (like looking up info at the library, or searching the scene of a crime) then the goals are a little more vague. Again, this is a discretion call - if they want a particular fact from a research roll - say a famous figures birth date, I may give a set target, but not if they cant tell me exactly what they want to know. I'm not going to tell them that there is a reward for hitting a 3, two rewards for hitting a 7, and a ton of stuff for hitting a 10 - they might have a vague idea how thorough they were (e.g. they know what the dice roll was) but that's it.
In doing so, you deny the players the ability to play their characters effectively, evocatively, and often, satisfyingly.
Without such information, they cannot make the necessary decisions as to whether or not they should spend resources that do not exist in the game-world, but nevertheless affect it.
The character is doing research. The player is spending FPs (or not, depending on whether or not the they deem it worth their while).