Depending on the player tolerance, they absolutely can be. If I have low tolerance for Force, then any Plot Driven game will be railroading.
However, I don't necessarily disagree to the general point, here, and this argument is exactly what I was saying would happen.
I don't know that this is true. The players have at least agreed to Force, but that's not quite synonymous with want.
I don't think we really disagree here. If you have no tolerance for Force or Illusionism and are unwilling to make the social contract, you probably shouldn't play Plot Driven games as you will feel railroaded.
I'm arguing that any Plot Driven game by necessity involves some Force or Illusionism, and once you realize this then by agreeing to play in such a game (like an Adventure path) you should be sanctioning this Force. Maybe "want" is not the right word, but you are no longer "railroaded" because it's not going against your will or agency. Your agency selecting the Plot Driven game overrides anything else. You are saying "I am aware and willing to have the GM use Force and Illusionism in service of keeping us within the plot of the Adventure Path. One of my primary goals is to play through the Plot, getting to experience the (hopefully) well crafted set piece battles, loactions, etc." Otherwise, you are likely going to feel frustrated and railroaded at some point? Why set yourself up for that?
However...
I'm not quite clear on the macro/micro levels. If the macro levels are pushing micro play, then it's extending down -- play is this because of that. The need to not corral individual attack rolls seems like a trivial distinction to what play is about.
The amount of Force and Illusionism needed can very greatly from game to game and GM to GM.
So, I can see having a preference to minimize the Force or Illusionism as much as possible, while realizing you can probably never get rid of it completely in a Plot Driven game. Good backgrounds/motivations, biting on obvious hooks, etc. are all ways to try to mitigate the need for GM Force.
And at what level the Force gets applied makes a difference for me, anyway.
Say I'm playing a published AP where we need to get into a stronghold and steal something from the basement. The Big Bad is in the basement but is meant to "escape" and come back later. The AP is written with a frontal assualt in mind. We come up with a plan to tunnel up from the basement and steal the X instead.
GM A: applies Force so the tunneling just doesn't work, and forces the frontal assault and the 4 planned battles. The PCs get lucky with a bad save from the BBG but the GM fudges so he lives and escapes.
GM B: there is no good reason this won't work so goes with the flow and the party tunnels up and has 1 battle. The PCs get lucky with a bad save from the BBG and the BBG dies. Some other NPC will take his place later in the AP
But no matter what they are going to get to plot point B and keep them on the rails so that they all can play through the next module.
In the end maybe it's the same, but I can tolerate GM B "macro" Force vs. GM A "micro" Force much better.