Lol let me put it this way.
If the group tells the DM no, the group wins. The DM’s “authority” ends the moment it goes against the will of the group.
If the whole group including the DM has a disagreement and can't compromise at all, then the game is pretty much at a point where it won't be fun to continue. At that point, that's the true gameover state.
While the DM can compromise for the group, they can also put their foot down and say "no, you can't both take 5 days to dillydally and save the princess about to be sacrificed in the ritual on the day of her capture." Of course, a DM that is constantly exerting authority will lose the group, but that's what trusting the DM is.
If you're scared the DM is going to intentionally screw you over, then isn't it better to find another DM?
Unless the game gives you a parcel of reliable ability that the DM can't screw with without explicitly addressing it.
That's why I cite casters, as they get this. They have abilities that are clear and specific in how they work so when you do them, they work that way you expect, pass or fail. They get the peace of mind that they don't have to beg and wheedle to do what they're trying to do.
It has nothing to do with how reliable the ability is because what matters is the result.
For example, you don't cast invisibility just to be happy that you're invisibile. You're trying to not be seen. So while technically you did turn invisible, the result is that you really wasted your spell slot if the monster in question has truesight. And if a creature has truesight, blindsight, or tremorsense, that was in the hands of the DM.
You can't avoid the arbitrations of the DM, you can only hope that they're in your favor.