Lanefan
Victoria Rules
Your bias is showing.* If the players are expecting skilled play to govern whether they can woo an NPC (eg the Social Interaction mechanics of 5e is basically a game of Charades + Wheel of Fortune) and the GM's unrevealed backstory makes it impossible for the PCs + the GM hasn't made a sufficiently telegraphed soft move as to why this NPC is not wooable...
...Houston...we have a problem.
* If the players are expecting Genre Logic + Intent and Task resolution + Fail Forward to govern action resolution and the GM is all..."nah, process simulation where failure is (a) task-driven and (b) hard failure..."
...Houston...we have a problem.
* If the player is expecting Story Now priorities to govern the deployment of a Background Trait (they're the player deploying their dramatic need driven fiat that is embedded into their character build and now the gamestate says <whatever is inherent to the trait> and the GM has to honor that and evolve the fiction accordingly...except the GM is all "nah, unrevealed backstory says this Trait doesn't work now" or "nah, I don't like how this perturbs my metaplot or the AP's metaplot..."
...Houston...we have a problem.
* If the players are expecting that skilled play governs if a Long Rest has been earned and thusly the gamestate going into the BBEG showdown should be <group is fully recharged> and the GM is all "nah, I don't like the way that screws up the drama of the BBEG fight" or "nah, unrevealed backstory (that wasn't sufficiently telegraphed with a soft move where players could draw the inference says this BBEG has a contingency plan that says x bad thing happens that offsets the players new fully-charged status..."
...Houston...we have a problem.

In all four of those examples the GM is painted as being the problem.
I agree a GM has to be somewhat consistent in how the game is run*, but (to draw on one of your examples above) if the GM sets a tone up front where process-sim and hard-fail is how things are done and stays consistent with that, there's no problem unless the players fail to accept that that's how this game is run.There are dozens and dozens of varying instantiations of the above lurking in any given 5e game if the metachannel isn't open. You can't just drift from Vanilla Story Now to GM Force to Skilled Play to Process Simulation over Genre Logic to arbitrary Hard Fail vs Fail Forward to GM/AP Story Hour etc.
But again, once having set this tone it's on the GM to be consistent with it and-or to be clear if-when there's any major exceptions. (for example, such a GM might change the pace by throwing the PCs into a one-off dreamworld adventure where whatever the PCs/players think happens, happens; which puts it completely on to the players to in effect write their own setting - the GM just has to make it clear somehow that this is the case [possibly via a bit of trial-and-error by the players] and that it's not a permanent change to the normal way of play)
* - the exception, of course, is if-when a GM knows she's got a group of players whose playstyle tastes don't align but as they're all she has she's got to work with them somehow. Here, some drift might be necessary just to keep everyone at least somewhat engaged.