I really don't think this position holds a lot of water. There is clearly an idea that you play your character and are not in control of the setting in the way the GM is in the 1E DMG and in OD&D. You've taken a few edge cases, in areas of the game that were quite specialized (like castle building). But to take that and then apply it to the game generally, I think is faulty logic.
In D&D combat, as presented by Gygax and Moldvay, the player is not just in control of his/her PC ("I attack the Orc"). The player is also - via the combat resolution rules - directly able to contribute to the fiction containing a dead/defeated Orc.
Similarly, the player is able to not just declare "I search for secret doors" but also - via the various resolution options presented - is able to bring it about that
if a secret door is noted on the map and/or in the key, then the PC is able to find it.
Whether you want to describe this as being "in control of the setting" is up to you. My point is that it is clearly control over more than just the PC - it includes (as mediated by the resolution mechanics) over the Orc, and over the status of the door as discovered or not.
The same thing is true of opening stuck doors, hearing noise beyond doors, etc. For instance, there is
nothing in Gygax or Moldvay's presentation that suggests that the GM can
just decide that a certain ogre on the other side of a door goes unheard by the PCs regardless of the results of a hear noise check. (Contrast 2nd ed AD&D, which does suggest exactly this possibility.)
Here's what I expect when I play early D&D and what I strive to do when I run it : I expect the DM to play with integrity. I expect that success will be determined by the strength of our fictional positioning and our dice rolls when it comes to it. I expect that anything that impacts our chance of success will be meaningfully knowable. I expect the DM will not be guided by outcomes when they make judgement calls. I expect that clever play will win the day.
The tools available to me come from my character, but I expect to be able to leverage them to change the fiction. I expect that my decisions and skilled use of fictional positioning will have an impact on what I do and do not achieve. I expect that if I made different decisions it would lead to a different result.
This is exactly what I'm talking about, with respect to classic (Gygax/Moldvay-type) D&D.
2nd ed AD&D is obviously different.
4e D&D is also different, but in a different way from 2nd ed AD&D.