I agree. So has just about every DM that has responded on this thread.
D&D runs a bit of the gamut here, but FR is definitely fantastical. Flying cities, crashed spaceships, alien creatures that are floating spheres with killer eye stalks. I think D&D covers this.
Obviously using different terminology, but forcing PCs into a no win situation and then punishing them for it is not in the spirit of the game as presented in many places. Hopefully the 2024 edition will get more explicit on this.
For example off the top of my head in the intro to the DMG "our goal isn’t to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more"
Or in Creating a Campaign, Campaign Style (emphasis mine)
What’s the right way to run a campaign? That depends on your play style and the motivations of your players. Consider your players’ tastes, your strengths as a DM, table rules (discussed in part 3), and the type of game you want to run. Describe to the players how you envision the game experience and let them give you input. The game is theirs, too. Lay that groundwork early, so your players can make informed choices and help you maintain the type of game you want to run.
The same fundamental advice is in the DMG. Maybe not using the same verbiage, perhaps it should be improved with the 2024 edition.
It doesn't change anything. Which has been my point - the advice you give is not bad advice. But it is just advice. If you have someone who does not care one way or another about the players, no rules advice is going to change that. The OP has flat out stated that they are going to run the game they run the game. No compromise, refuse to discuss issues with the players, don't actually explain anything to them. They won't even do anything to accommodate the dietary needs of people they invite over for dinner.
You have yet to point out anything that would not also be good advice for a DM in D&D, or at least one good way of running the game. The design philosophy is different. In D&D they don't always tell you how to run your game, they frequently give you options and discuss.
It's also reiterated in places like the intro modules. From Lost Mines of Phandalver (emphasis mine)
Although the DM controls the monsters and villains in the adventure, the relationship between the players and the DM isn’t adversarial. The DM’s job is to challenge the characters with interesting encounters and tests, keep the game moving, and apply the rules fairly.
The most important thing to remember about being a good DM is that the rules are a tool to help you have a good time. The rules aren’t in charge. You’re the DM — you’re in charge of the game. Guide the play experience and the use of the rules so that everybody has fun.
The OP ignores the advice given. They didn't talk to the players about style of game because "they don't like talking". They obviously don't care if everyone has fun. Can the 2024 DMG be better? Yes, they've stated as much. Does the advice you've pointed out from other games change anything? I don't see how. It's already there, just not in the same structure or with the same verbiage.