Because it isn't a question of "style of game". It's about choosing to embrace a particular detail of setting cosmology.
You can play a hard trad, setting first, no plot coupon game in a world where divine magic does not emanate completely and under the total control of the deities. You're
choosing to make that one detail a pillar of your entire play.
And really, you're just using deity control over a cleric as a
synecdoche for a play style where DMs can choose to invoke mechanical consequences for failing to meet a particular narrative conceit.