But you and the DM have an agreement beforehand that you will both abide by that. I have been in games where it's openly agreed that players may challenge the DM. That can be fun—usually with an additional agreement that folks will resolve disputes quickly—and it can be agonizing—when that agreement is implicit or absent.
I'm assuming the default. As the intro to the DMG says "The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game. "
Now, there have been many times when I've discussed rulings with players (I typically try to do it outside of game time) but the buck has to stop somewhere. If you have a session 0 and you decide to deviate that's great! I'm sure a more shared narrative approach works for a lot of people. I don't do it for my games of the reasons I listed before - most important is that I run long term campaigns in a persistent world that has spanned multiple campaigns so it all has to fit my head-cannon of how the world works. When it comes to rules implementation, the DM making the call just helps keep the game moving.