It really depends on the playstyle at your table.
The probability of gaining Inspiration on a saving throw, skill check or attack roll heavily depends on how much often one of these rolls is called at your table. Down below I enlist some possible styles: these are not the sole DnD styles that one can play, but they are examples for illustrating how even a hard-coded mechanic could heavily depend on the playstyle.
Hack&slash
In some campaigns fights are more predominant with respect to other aspects of the game (e.g., roleplay, using particular skills in social environment), a lot of attack rolls are made, hence the probability to get inspiration grows.
Let's take the guidelines from the DMG and suppose that in an adventuring day 8 fight encounters occur; on average, a fight lasts 3 rounds. Consider a 4th level Fighter, which will use its Action Surge trait: this means that they will get 25 (\$=3\cdot 8 +1\$) attack rolls (no opportunity attack considered here). The probability to get at least one inspiration in a day it is around 72.26% (computed as 1 minus the probability to get no inspiration at all: \$1-\left(19/20\right)^{19}\$). This computation does not take into account that the inspiration can be used for an attack roll. Moreover, since this is a hack&slash adventure, maybe the number of fights is greater than 8, or the fights last for more than 3 rounds.
Even a wizard that cast a lot of spells that require attack rolls may get inspiration in this type of game (provided they have enough slots): indeed, even if it seems that they can not crit, a 20 on the attack roll still grants inspiration.
Pay attention that the above probability refers to an adventuring day, not to a game session: and adventuring day may span several sessions.
Heavily relying on skill checks
An adventure may involve more skill checks rather than attack rolls. I usually play in campaigns which are a good melange of roleplay, combat and social interactions, hence I can not provide any direct experience of this type of game. Anyway, one could imagine a campaign based on political-social interaction and/or spying: in this case, the DM may call several skill checks. In this case providing a statistic is quite hard, just remember the formula
$$
P(\text{get at least 1 inspiration on }n \text{ skill checks}) = 1 - \left(\frac{19}{20}\right)^n.
$$
Pure roleplay
Some tables play a DnD game that is pure roleplay: convincing the innkeeper to be poor for a discount on the ale or bribing the city guards for obtaining the permission to enter the walls do not rely anymore on Deception or Persuasion checks (or any other one that the DM decide is appropriate), but only on the acting ability of the player. In this case, getting inspiration via attack rolls, saving throws or skill checks could be very hard.
Gritty realism
Rolling the so called d20test is not the only way to mechanically get inspiration: the Resourceful trait of the Human race allows to obtain an inspiration once a Long Rest has successfully ended. The Musician feat allow to play a song in order to give inspiration at the end of a short or of a long rest. The gritty realism variant depicted in the DMG (pag 267) says:
This variant uses a short rest of 8 hours and a long
rest of 7 days. This puts the brakes on the campaign, requiring the players to carefully judge the benefits
and drawbacks of combat. Characters can't afford to engage in too many battles in a row. and all adventuring requires careful planning.
Besides the possible side effect to engage less fights (i.e., less attack rolls), the new Human race will get an inspiration only after a week and not at the beginning of every day within this playstyle variant. Instead, a character with the musician feat is not affected by the gritty realism variant.