The contrast between Domination in D&D, and similar effects in Burning Wheel (the Force of Will spell) and Torchbearer 2e (the Wormtongue spell) is interesting.
The flavour of Force of Will in BW revised is pretty unambiguous - the caster imprints their will upon the mind of the victim
but the mechanical effect is not entirely clear. When it came up in my game, I ruled that the player had to rewrite one of their PC's Beliefs to reflect the will of the naga who had ensorcelled the PC. I felt pleased with my intuitions when, in Gold edition, the spell was edited to expressly state that it requires the victim to rewrite a Belief.
Wormtongue, in TB2e, is quite clear: "Using this spell, a magician can add a goal or belief to an adventurer, townsfolk or other denizen. Or they may change the instinct of an adventurer or monster. Lastly they can change the creed of an adventurer, but they can’t add one. The casting obstacle is the victim's Will, or Nature for denizens that don't have a Will stat, +1 (goal), +2 (belief), +3 (instinct) or +4 (creed).
Adding or changing a PC's Goal, Belief, Instinct or Creed doesn't require the player of that character to declare any particular action. But it does create incentives, because the award of Fate and Persona is based around how a player plays into or against these aspects of the character.
There is still the element of "but magic", in that changing these core aspects of a character is not something that results from normal interactions. But it doesn't dictate the player's action declarations.