It is not good for D&D to create a situation that because DMS have to do more work than the players that they should not care about the player's desires and simply fish for players that match their desires (or browbeat players into acceptance)
The DM's desire are more important. However it is not a good idea to foster an idea that the DM shouldn't care about the player's. That just feeds the powermad and creates the bitterness from past experiences seen here.
I can't agree with this even as a matter of principle. Not caring overmuch about players' desires and fishing for players that want to play my campaigns suits my style perfectly. I couldn't possibly care less about whether this is "good for D&D" as a whole, because I'm philosophically opposed to seeing "the hobby" as some sort of monolith that can be improved or damaged by the things individual hobbyists do. We're not all playing the same D&D. We're not all even participating in the same hobby, not really.
If I
did think it worthwhile to try and impose what I believe to be "good for D&D" on others, I'd be sitting here like idiot, arguing that "role-playing" should still be called "fantasy wargaming," elf should be a character class, and anyone who enjoys the character-building mini-game should be lashed with a wet noodle until suitably contrite about the error of their ways.
Philosophically, is banning something just because you don't like it good or bad DMing?
Fundamentally neither. Impossible to judge absent context.
People argue all that time that "Quantum Ogres" are bad DMing that remove player agency, yet, a player can never truly know that it has been done. Unless they can read the DM's mind or their notes, so why do we bother discussing it?
Because if we as DMs and a community all agree that something is wrong, it at least creates a kind of pressure.
And, we have these discussions all the time when discussing DMing, all the time there are things a DM can do that the players will never know, and we discuss them. Why is this so different?
Now it's interesting that you bring this up, because I think it's tightly intertwined with the opposed set of (gaming) values and (gaming) ethics at play here. The statement that quantum ogres abrogate player agency is often made, but why is it so? What's the underlying principle that makes that "bad DMing"?
I would contend that "quantum ogres are bad" is a statement that only makes sense if you hold to the
a priori principle that the game setting must in some sense "persist" (that seems a less fraught way of putting it than "exist") outside of the game. If your campaign setting exists only as a backdrop for the sake of the player characters—the only part of the game-world that ever "exists" at any one moment is the part the player characters are looking at—then
everything is a quantum ogre; and whether you move a city or an encounter
into the players' path doesn't really impact their agency because that
kind of agency—the players' ability to explore a persistent setting and possibly avoid encounters through their decisions and actions—wasn't a meaningful component of the game to begin with.
But if you hold to the persistent setting, open world, sandbox ethic—pithily summarized by the phrase, "the world is the world"—then the DM moving encounters or map locations around behind the scenes, on a whim rather than according to procedure or logic, just because the DM can (and maybe wants to conserve prep work, and thinks it's okay because the players haven't been there yet to "fix" the location), or because the DM wants the players to have that encounter, is doing something
verboten, a veritable robbery of the very game itself from the players. It is only in this sense, when operating under principles like this (they don't have to be this set of ethics exactly, just something analogous), that we can say that quantum ogres really do detract from player agency.
DMs who don't make room in their world for races they didn't plan for—"No, there are no tabaxi living in the blank spaces on my world map. No, not even on that far continent I haven't fully detailed yet."—are just adhering to this same sort of persistent world ethic writ large, combined with holding the "singular vision" as a value. (And good luck convincing someone that their values are wrong!) A DM who creates worlds in this manner is no more obliged to solicit player input than a painter is obliged to let an art critic touch up their canvas. For a DM like this, the singular creation of the milieu is one of the very reasons for playing D&D in the first place; and in that case, a statement like "If I didn't think of it, it's not in my world—because then, if I added it, it wouldn't be my world anymore" doesn't just make perfect sense, it's also a literal ethical principle for that DM.