It all depends on what you mean. We've discussed rulings and I've changed my mind after an explanation. I don't have a lot of house rules, most of the ones I do have favor the players. I
do sometimes make a ruling on the spot just to get the game going, but we can always discuss offline.
Honestly I don't remember when a significant decision I made happened that players disagreed with. Occasionally I'll get a "how do you run it", I'll have to remind people that some spells such as plane shift work a little different. I let people know what races I allow, the handful of house rules that I
do have and that I run in my own campaign world and have for a long time. If I ever tell someone "it doesn't work that way, here's what does and why" I get a shrug and an "okay".
A few years ago during break I had a chat with my players on why I thought Heat Metal was broken because I use a lot of human NPCs that frequently wear metal armor. If you run it that you can cast it on armor and that the target is at disadvantage for the rest of their lives it really nerfs any BBEG in armor. I didn't want to start an arms race of "special" armor or point out that armor is multiple pieces of metal with a gambeson underneath so we just talked it out. Ultimately I nerfed the spell a bit and we moved on. That was 5+ years ago. I did tell a guy that he couldn't play a drow, but no I didn't bring it up for a vote.
When starting a campaign, and at various points during the campaign, I get feedback on what style and tone the players want. Players have added background lore to the world, help build details of their starting locale. I just make sure nothing conflicts with canon and that it makes sense to me, including my own machinations of what is going on that the PCs don't know about. Pretty much everything their PCs do in game is up to them. I give people options on what to do next and let them make alternative suggestions for their direction. Campaigns are very player directed, if they choose not to pursue something, I just decide what happens because they did not.
So if retaining veto power over players making world altering lore decisions (PC actions alter the world all the time), restricting races, altering a handful of spells, explaining how I run stealth means that players have 0 power then we have significantly different definition of power. The way I run games pretty much lines up with the advice in the DMG.