Let’s not reframe the issue. The core fact remains: without you as the referee, the campaign doesn’t happen.
It doesn’t matter what authority the rules distribute or limit, if you dislike the direction the players want to take, you can always walk away. Whether it’s “stakeless shopping expeditions” or any other type of play you don’t enjoy, the result is the same: the campaign ends. That’s a form of power no rules text can override.
Sure ok, we're back to teh same silly argument about why you'd want to curtail GM power but somehow Uno reversed. "Well the players can just get up and walk away from bad GMing" and "the GM can just flip the table and leave if it's boring" are both facile arguments, and you're completely ignoring my discussion of what the game is putting limits on to get there.
I've said many times it's very clear that narrativist games give near-complete power to the GM over many aspects of play, I dont think anybody has contested that. Now, it does expect me to follow the rules of the game as contained within the Agenda/Principles/Gm and Player Moves, etc; but as V. Baker has said many times if people are going to ignore the rules you can't design for that - you design for the people under the bell curve who a) follow the rules to a greater or lesser extent and b) get enjoyment/engagement out of what you're doing.
We can compare the styles, but ultimately, it leads to the same conclusion: different types of leadership apply in different contexts. Games, especially campaigns meant to be fun, social, and cooperative, still require leadership. Just not the top-down kind.
Ok, sure, semantics. You're using a word in a definition that's not particularly common and somewhat contested where I may use another (facilitation or guidance probably).