If all the players, as per the example, want something that lies outside of the GM's pitch, then maybe the fault does not lie with either the GM or the players, but with the GM's pitched setting. There is likely a mismatch of play desires here. It's easy to say "what the GM says goes," but maybe this isn't the right group to pitch running this setting to. If so, the GM can leave or the GM can pitch a different setting to the players.
I usually have a few pitches that I'm fairly excited about, and then I pitch those ideas to players to see which ones they latch onto most rather than get upset that they are not rallying around a singular pitch. Colville did something similar with his Chain of Acheron game. The mercenary band campaign was the idea that the group picked out of a set of ideas. But if the players aren't really in the mood or onboard with the setting/game that I'm pitching, then I'll just drop it for another time rather than get upset about it.![]()
I usually go to groups with 3 settings I am excited to do. I let them pick and ask questions about the settings.
Some settings are not built for the general D&D public. So damns who want to play these settings either have to find players who want to play the settings convince players who played a sentence or change the setting to make it more applicable to a general public.
A DM has the right to run a game that they are excited and comfortable with. But you can't dm a game without players.
That's why I typically don't like settings that don't have a lot of classes don't have a lot of races have a lot of restrictions because it puts the onus on me at the DM to convince players to play. Unexcited players are more likely to drop. I don't like having no responsibility of convincing players to play so that's why I typically allow a lot of options in my settings so that a player will gravitate to something that's already in my game and therefore I don't have to keep gifting them goodies in order to keep them excited and not drop.
This is one of the things that I think that the many dungeon master guides that D&D had have not really convinced people to think about people other than themselves and their excitement levels. They really goes on assuming that the DM and players have exact similar likes and dislikes and therefore do not actually help DMs craft a setting to excite players.
One of the biggest things about 3rd 4th and 5th edition is that how shocked the designers were on how other groups played and what they liked.