I would also say that this does not work.
You can't "nimbly dodge" something when you're eitherincapacitated or totally unaware of it or otherwise incapacitatedthat thing you're trying to dodge.
I think it isseems most likely that the rules writers are just assumingassumed any reader understands what dodging is.
If you go for the "RAW" and decide no mention means it works then this is likely to risk damaging believability.
Your players may just shrug and move on.
On the other hand, one seemingly innocuous but (apparently) illogical interpretation can open the door for many future questions. In my experience these can end up with a focus on how-are-the-rules-supposed-to-work questions rather than storyline.
What I find disappointing is that the writers didn't seemingly think to consider or mention unexpected attacks.
As a referee you are the interface with the make believe world - the story teller. More immersive games are usually more enjoyable. The more "suspension of disbelief" the players are required to apply in order to play the game the less they are likely to enjoy the experience.
If you stress over wordage then you'll also just end up tying yourself in knots. The story is the aim. Focus on that.
The idea is that the referee takes the rules and interprets them. The "rules" are lore not law. They're more loose description than hard and fast laws, where deep meaning can be squeezed out of the words.