I've long realised the difference - and it is not at all the one you are claiming. It's a matter of whether the DM is someone who sits on an almighty throne and everyone else should kowtow to them or whether the DM is the chair and the first among equals but every player at the table is important.
I do agree that the divide is more where you say it is than the OP. (Which is not to say that
@Snarf Zagyg is wrong to notice a correlation between the belief that the DM should not exclude game options and the belief that the RAW have some special status. That's totally a thing.) Authoritative DMs can be DIY or RAW; collaborative DMs can be DIY or RAW.
But—just because a particular group adheres to a more traditional model where the DM owns the rules, the setting, and the table and has authority over the game-world as well as the in-game adjudication of the rules, that does not automatically make the DM a tyrannical Viking Hat who forces players to "kowtow." You do not have standing to be offended on behalf of DMs and players who prefer this way of playing.
D&D is a ruleset. Tabletop roleplaying is the overarching hobby.
I consider myself to be a D&D player, not a tabletop role-player. Playing D&D (and specifically OD&D) and creating content for D&D is my hobby; playing RPGs is not my hobby.
As long as you accept that the side that's interested in DIY are the inclusionists. And the side that wants to exclude as a default is those who don't want to DIY things. That's far more reflective of the whole picture.
See above. You can have restrictive or inclusive DIYers. I suspect that most of the OSR (which prides itself on its DIY ethic) would scoff at the notion that the DM isn't the absolute authority over the setting, the rules, and the game-table. And rightly so—in that sub-culture, holding that kind of authority over both the campaign and the design of the rules is definitionally what it is to be the DM.
(This, incidentally, is completely orthogonal to the oft-cited quote from the Holmes Basic Set that a player character in D&D can be practically anything, like a werebear or a dragon, so long as they progress in levels. One has little to do with the other.)
The DM enforcing their role as sole curator against the wishes of the players absolutely deserves tyrannical undertones.
The DM being willing to be sole curator because that's what suits everyone is a different story.
Then maybe rein it in with the needlessly provocative "throne" and "kowtow" business, because that isn't at all what you implied with your earlier post.
The problem with this framing is that it implies that the one who is making the choice of curation is solely the DM, and is imposing it on the players. That's neglecting the fact that there are a lot of players who are actively looking for the DM to be the one to do the curating. Lots of players have a play expectation that they will be passengers on the DM's carefully crafted railroad.
We do ourselves a disservice trying to build an analytical framework that treats this playstyle as invisible or as degenerate. Maximal DM force is a fully coherent RPG playstyle.
Others have already pushed back against this, but—lots of players also have a play expectation that they'll be tourists in the DM's carefully crafted sandbox. (Tourists, that is, until they amass enough wealth and power to be lords and masters of their particular corner of said sandbox.)
That is why I boggles my mind on the concept of DMs not explaining or giving details of a world before players agree to play. I can't stress how important campaign clarity is.
Not every gaming situation is five bros sitting around a dining-room table deciding on how they'll build a campaign world and a cast of four plot-invincible main characters from the ground up.
A typical campaign for me does not start with me and my friends having a session zero. It's me and my friends setting up a table at the ol' FLGS, laying out blank hex-paper and graph-paper and a stack of more blank character sheets than we think we'll need. They roll up characters (3d6 in order, natch), we start playing, and anybody else curious enough to ask about the game or sit down can do the same. Maybe the campaign has been going on for weeks or even months; doesn't matter, there's always room for one more.
If a player asks what they can play, and they look like they've never played D&D before (which, frankly, many haven't), we keep it simple. "Fighter, thief, cleric, or magic-user. There are other classes, like elf, but it's best to wait until you've got a handle on the game before trying one of those. For now, just roll up some stats, pick a class, and dive right in." And less than three minutes later, they're crawling the dungeon alongside the old pros and having an grand old time. Details are always a thing that can come later.