The definition of meta-gaming you provide, by the way, curiously does not include aspects of world-building and scene-setting on behalf of the DM, which is where this whole side avenue started to split off in the first place (not deciding on exactly where the pot and the chicken are relative to anything else in the room, for example, is not an example of "making decisions based on information that your character doesn't have").
The pot and the chicken had to get there somehow. It's not like the entire world spontaneously came into existence as soon as the PC entered the room. Whoever left the pot and the chicken there was some NPC, and making decisions for that NPC falls under the same rules of role-playing and meta-gaming as govern anyone else.
If you look back at 4E, this was a
huge area of contention, regarding the placement of adamantine reinforced doors. The 4E detractors thought it was silly that any locked door in your path, once you got to sufficiently high level, would become an adamantine reinforced door - because the rules said that this was what was necessary in order to challenge a character of that level. On the other side of the debate, the pro-4E crowd argued that this was a mis-interpretation, and that those guidelines simply meant to suggest that characters of sufficiently high level should embark on the sorts of quests where they were more likely to come across such challenges, because lesser challenges were beneath them; the world doesn't exist solely for the sake of the PCs.
Now what that "fun" actually looks like will be different to different players, and certain things that would be loved at some tables would be a complete non-starter at others. And that's a great thing. But the game and the community? Those are only strengthened by accepting and embracing a diversity of playstyles; rather than gatekeeping based on anybody's own personal OneTrueWay.
This comes across as the traditional difference between Lawful Good and Chaotic Good. The Lawful Good community believes that everyone benefits when everyone follows the rules. The Chaotic Good community believes that everyone benefits when everyone does what's best for themselves. It's not that the Chaotic Good perspective is
wrong - you should definitely do whatever works best at your own table - but openly advocating for that position comes at the expense of the Lawful Good community, which relies on everyone (within that community) acting under the same set of rules. The Lawful Good community is trust-based.
Metaphors aside, the sub-community of role-players which trusts the DM to act neutrally and in good-faith
is affected when well-meaning players from the narrative-driven sub-community advocate for contriving details to help the players. I'm not sure that the reverse is true, though, because that other method of play doesn't rely significantly on blind trust placed in the DM.