One of the first things I unlearned as a GM was the idea of thinking in terms of 'combat encounters', 'social encounters', 'puzzle encounters' etc.. In my experience, prepping my games in this way tended to lead to disappointment and frustration, as the epic battle I had planned was 'broken' by some player shenanigans.
I am not suggesting there is no place for thinking in these terms, but if your goal is to have players freely interact with a world I found it isn't a very useful way of categorizing your encounters. Personally, I encourage players to use the very underhanded tactics that some people compain 'break' their encounters, because to me coming up with those tactics is where a big part of the fun of the game lies.
However, I have found it useful to still 'categorize' my conflicts (I prefer this term over encounter). Not as a way to tell players how they ought to deal with particular kinds of obstacles, but as a way for the GM to create variety in their prep and consistently adjudicate the reactions of their NPCs.
In a flash of inspiration during a boring bus commute a few months ago I came up with the following distinction: Conflicts causes by misunderstanding, those caused by incompatible beliefs and those caused by resentment. When prepparing some adventures as playtesting material for FLoK, I found myself coming back to them as a way to help me think about the conflicts in these adventures. I found the draft for this on my blogger page with most of it already mostly written up, so I thought I might as well finish and publish it.