Let's say the game takes place where a dragon has captured the king and is demanding tribute or else it will eat the king.
In this scenario, the players could, I suppose, ask "Can we kill the dragon and save the king." Yes. Now go home and make room for players that actually want to play the game.
The point is that there is still an adventure, still obstacles and NPCs and puzzles. But when a player ask something of the GM -- "Is there anyone in the kingdom that knows more about the dragon?" -- the answer is always "yes." And because that is true, when the players ask something, they are telling the GM what kind of adventure they want to go on.
And this isn't going to work for a player who thinks it is their job to beat the GM's adventure. One of the first things were are told about RPGs is that there is no winning or losing, and yet there always seem to be players that absolutely must win, to the detriment of their own fun, even.