That sounds sensible, which means I probably disagree. Let me tease out some ideas.
So, you're approaching things the way Shreyas approaches things. But you're not, like, thinking as Shreyas would think, right? You're thinking "what should I do to give people the impression of Shreyas?" You're "performing" Shreyas. And everyone's Shreyas is different, right? Some people will perform him one way, and some will perform him slightly differently. None of you actually know what Shreyas is thinking when you do that though right?
Now, I'd argue that this is true for Shreyas as well. He's thinking "what can I do to give people the impression of Shreyas?" and then he performs himself. "Selves" are performed, and they tend to be performed differently around differnet people and in different context. We turn all those different aspects of what someone does into a construct, an imagined personality. But that's kind of an aside to my point. Performing someone doesn't give you access to their thoughts.
But maybe that's just semantics and pedantry.
Here's another way to look at it.
Imagine a scene in a game. You're playing Roark. I'm playing Marie, Steve is playing Vonk. Marie used to be Roark's lady-friend, but that was a while ago, and now she's sweet on Vonk. In this scene, Marie is all coming on to Vonk, and Vonk is pretty happy about it. Roark is keeping his feelings to himself. We don't see him do anything that would give his feelings away.
Now, after the session is over, we get to wondering what Roark thought during that scene. You could be thinking "Oh man, Roark was super steamed!" But at this stage, that's just a plan, right? You're planning to introduce to the fiction that Roark was steamed, and you'll do that by having him do something to demonstrate that. But until you do that, it's not in the fiction.
Now, what I don't know about is what happens if during our post-game chat you say "Oh man, Roark was super steamed". As I see it, most games, most times, that goes straight into the fiction. That's how it was, no questions asked. But that's an element of the system, I think. It doesn't have to be that way. I could be like "Says you!" and then if it never comes up again, we'll never know.
On the other hand:
That "trick of the brain" thing? I totally get what you mean. I mean, I think that's pretty much how I play a lot of the time. Sometimes it's easier to find that connection to the character than others (and it would be interesting to think about why that is), but yeah, that intuitive sense of what's right for the character in the moment of play? I understand that.
I guess what I'm saying is that it might be interesting to think of that not as an intuitive connection to the character (because the character doesn't exist), but as an intuitive connection to the other players and to the themes and conventions of play. You "know" what to say next because you're intimately in tune with what you want to express with the character, what the other players will accept and appreciate, and what will fit into the scope, themes, and system of the game you're playing.