Sorry to point this out so directly, but the "Wrong" version is actually more strategically involving than the "Right" version, and has infinitely more promise because of it. The reasoning for this boils down to the simple fact that, while both methods have a "contextual" use, the former's is defined dynamically by the player whereas the latter's is defined statically by the game. Not only does the former method fulfill the function of the latter (i.e. interacting with the world), but it can also help define the actual gameplay.

Quite honestly, the only reason that the "Wrong" version is being interpreted as a childish implementation is because there is no Fatigue (or dare I say 'Stamina') function in place to prevent the player from repetitively jumping. Of course with Stamina gone, I really don't have much hope for the feature altogether.