My games don't focus on mechanics or system mastery, but on story and the way the characters think and feel, about what's going on in the world at that exact moment. It's just that everyone is free to give ideas to everyone else on how their characters might think and feel or on what's going on in the world.
This goes back and forth between DM and players. Players might suggest what a monster is thinking, feeling, or doing in the story as much as the DM might do it to them. (In practice this doesn't happen as often as this is starting to sound - just when someone has what they think is a good suggestion. So here and there.)
I probably do it most often (maybe even as a player, I don't know) because I'm good at it. It absolutely has to be understood as a suggestion not an override, and the players certainly get final say in their own character and the DM for the monsters and story. But when you have a group that has gotten good at it (as I currently do) it can make the story much richer (not relying on only one person at a time to come up with the best story elements).
To answer your question though, sure I played 3.x, but not often. It was (by far) my least favorite version of the game, and I mostly played other games during those years. So I don't think it has anything to do with it.
I get your motive in suggesting that DMs should let the players play their own characters and not play it for them. The concern that they will learn to sit back and let the DM do it (or be oppressed into leaving it to the DM). But you can ALSO go the other way (which I see less often) and let everyone tell the story, at least a little.
(Like I mentioned above, this is starting to sound like no one knows their place, which isn't what I advocate. It's not as drastic as it sounds. Just good ideas are listened to.)
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