\"Replace conditional with polymorphism\" is elegant only when type of object you\'re doing switch/if statement for is already selected for you. As an example, I have a web
Your example does not require polymorphism, and it may not be advised. The original idea of replacing conditional logic with polymorphic dispatch is sound though.
Here's the difference: in your example you have a small fixed (and predetermined) set of actions. Furthermore the actions are not strongly related in the sense that 'sort' and 'edit' actions have little in common. Polymorphism is over-architecting your solution.
On the other hand, if you have lots of objects with specialised behaviour for a common notion, polymorphism is exactly what you want. For example, in a game there may be many objects that the player can 'activate', but each responds differently. You could implement this with complex conditions (or more likely a switch statement), but polymorphism would be better. Polymorphism allows you to introduce new objects and behaviours that were not part of your original design (but fit within its ethos).
In your example, in would still be a good idea to abstract over the objects that support the view/edit/sort actions, but perhaps not abstract these actions themselves. Here's a test: would you ever want to put those actions in a collection? Probably not, but you might have a list of the objects that support them.