Like I said, this does not work. When you tell the average player additional information......they will act like a average player. They can't "really" act smarter then they are: they can only be who they are. You can give a player piles of information, but it is what they DO with the information that is important.So maybe instead of a player asking “what would my smart character do” and then have the GM effectively take control of the character as you’ve described… which I would agree is very flawed and which I expect is why I cannot think of a game that actually works this way…. instead the GM can award additional information to the smart character, very often contingent upon a roll of some sort.
Example: the group wants to slay a green dragon, but finds the lair well protected. The average player sits in a slump and rolls and asks the DM "can my smart character think of something". So the DM reminds the player about the bit of lore learned in the last game: "this dragon likes good music and has been know to attend private music shows in deep wooded glades to listen to music." The average player just ignores this lore, yet again "darn, my super smart character can't think of anything". So the DM could take the second step of telling the average player that their smart character thinks setting up a music glade ambush is a great idea. The average player might agree, but if they do, this is now the DMs railroad: The players are just doing what the DM told them to do. Worse the average player will stumble and bumble around all average like in setting up the ambush in the most obvious and clumsiness way possible....and it won't work. The ONLY way it could work is if the DM had the smart character tell the player HOW to set up the ambush step by step and tell them what to do and what not to do. Setting up an ambush for a dragon is hard work, and you need to know what your doing.....and few average players are up to that. And, as the music ambush is not the players idea, you will likely get backlash as they don't want to do it as it's too hard and makes them think about things too much and it needs too much detail and so on. If your lucky, in a fun twist the players will complain about agency of the railroad they agreed to do.
I wonder what the other ways are?There are also other ways to handle this, but I think what I’ve described remains firmly in the Traditional approach to play and probably sounds familiar to many more gamers than the rather absurd description you’ve offered.