If I understand you correctly, you believe it is an impossibly high task for the DM to achieve that 'something for everyone' - i.e. they're bound to fall short.
It's more that, as soon as play is framed as
the GM giving stuff, a degree of GM power has already been presupposed that is at odds with what I want.
The "give everyone something" approach - at least as I've seen it in D&D books - focuses on things like having fights for the fight-y player, having catacombs for the map-py player, having some NPC encounters for the talk-y player etc. But this still puts the GM at the centre of what happens next.
I prefer this advice, to players, found in the Burning Wheel rulebook (Revised p 268; Gold p 551; the text is the same in both):
Participate. Help enhance your friends' scenes and step forward and make the most of your own. . . . If the story doesn't interest you, it's your job to create interesting situations and involve yourself. . . .
Although that advice is directed to the players, it also tells the GM something too: let the players drive the game towards things that will interest them.
So your belief is that making everyone equal participants makes them responsible for achieving that something/fun for themselves as opposed to relying on the DM. Have I got that right?
Kind of, but I feel a hint in your comment here of pushing away from the participant asymmetry that is fundamental to mainstream RPGing. My phrase was
creative equals.
The players create characters, and priorities. The GM creates situation, and (when the PCs fail) consequences. To the extent that the setting matters, it is a shared "resource" - as per my discussion of 4e D&D not far upthread.