You would prefer that narrative players just get to make potshots at classic or trad play (I guess I have to use these terms now) unchallenged?
Well, you have called certain sorts of play "artificial", and when challenged did not feel any obligation to change your description.
Given those norms of conversation, I don't really see that I am obliged to keep secret my own opinions and feelings about railroading.
I think the issue here is that for us, an RPG is not a film that has to be about something. It is instead a depiction of a world and the activities of characters in it.
I don't fully agree with this. Nearly every RPG that I'm aware of actively elides many of those activities, in the interests of "excitement" or "engagement" or similar sorts of concerns. (To continue the comparison to film, there is no RPGing I'm aware of that resembles Warhol's Sleep.)
Furthermore, the worlds of RPGs are normally highly contrived, in order to generate opportunities for action adventure.
Let's use the TV series analogy. Many characters have long term goals in a series, but not every episode is about the character working to fulfill those goals. Sometimes, there's an episode where they end up on the Isle of Dread for a little while. I can't see how they cease to be a character during that period.
Some of those series do have rather weak authorship of character, with the character being little more than a device through which the action plays out. It's invidious to give examples, because inevitably they impugn someone's favourite show, but Castle past season 4 strikes me as an obvious one.
Still, for a certain sort of character, in a certain sort of (very unrealistic) world, it is possible to have character play out against a rather procedural backdrop. Rather than TV, I think a better illustration of this is super hero comics - I'm thinking to some extent of 60s/70s and even some 80 Spider-Man, but especially Claremont-era X-Men.
There is a RPG that emulates this: MHRP. The players' contributions (expressions of character) and the GM's contributions (provision of super-villains to confront) play out together in the game. But to make it work, the players are given all sorts of capacity to affect scene elements, background, NPCs etc that - given your posts in this and other threads - I would expect you to reject rather forcefully.