The point is to construct a fantasy world that operates as if or like it was the real world - so if our actual lives are 'low agency' then so would the game world. I'll give you an example and you can tell me if you chafe against it:What you are describing strikes me as very GM-driven play. I would regard it as low player agency.
Suppose there is a goddess in this game world who has a particular portfolio, rituals, rites, etc. One of those rights is to swim to the bottom of a pool and bring back a treasure. Let's say that the PC's character isn't very strong and can't actually even reach the bottom, but player says that their character is training as hard as they can, and doing better and better, and is eventually able to reach the bottom but doesn't actually bring anything back. I would allow that player to say "The treasure I brought back is self confidence/growth/progress/etc". No, it's not a literal treasure, but I can see the goddess being like "Ya, that tracks".
Now suppose a different scenario happens, suppose instead that the player says "to receive the goddesses blessing I'm going to do something completely different that has nothing to do with her in anyway - does that work? I want to use my player agency to find a way to completely circumvent this but I still want the reward."