Simply, when I run a game (no matter what that game is or if its agenda is Narrativism-based or Gamism-based/challenge-oriented), I want the system to have robust say that can dynamically aggress the situation-state, the characters, and the gamestate in ways that produces moments and outcomes which no one could have inferred before play. Not "stochastic madness" (let us call it), but enough dynamism lurking fairly relentlessly throughout the course of a session and throughout the course of a game's whole throughline that most every moment is fraught and vital with character & state-perturbing "oomph."
If you don't want that bolded above, then you're almost surely better off with freeform play or vigorous creative agreement most of the time.
The above seems like what some folks are saying either directly or indirectly. (i) They don't want the unwelcome of the type I want nor at the frequency nor magnitude that I want. (i) They want freeform play and/or vigorous creative agreement around one person's vision which wins out over all others' input (including system) around the internal workings of a PC.
Good thing we have different approaches to play, different systemization to suit our needs, and we don't have to game together!