In general, I find it hard to discuss things with someone who's intent on misrepresenting the other person's outlook, particularly when they insist on doing so in the most over-dramatic way possible. Hence, I'll just point out that this "problem" is not in the least "unavoidable," as that's wildly overblown by even the most sympathetic take on things.
Really? "Whenever you like, however you like, as much as you like"? So the GM can change their divine caster's race?
I mean in D&D 5e, I wouldn't put it past them. But sure, fine. Only 90% of the sheet.
And their experience level? And what magic items they have?
As if GMs have
ever needed a reason for doing either of those? What's your point here?
Don't even get me started on that "aren't allowed to say no, lest they lose all of their abilities completely" part, which is so ridiculously divorced from the reality of play that it's honestly not worth discussing.
Show me where 3e limits the GM's behavior in this. I was given to understand that it is--very literally--the case that a deity can take away a divine character's powers at any time and for any reason. It is, after all, always specifically a gift, a "granting" of power each day, and the deity can just decide not to do that if they feel like it. Doing so isn't even a violation of alignment. And a believer
talking back to their deity? A believer telling that deity that their gracious boon of power is
unfit? Sounds like a perfect recipe for having "grossly violated" the tenets of one's faith--you have, after all, back-talked your own god, telling them they're wrong to have failed to grant you your spells. At which point you literally
don't have class features, you're a worse Fighter.
Like are you being serious here? This is the very thing that a lot of people
hated about divine magic in 3.x. It's yours only until the GM decides otherwise, and guess who gets to set the standards? The GM. All power, no responsibility.
You've literally just described all of GMing, apart from any discussion of their relationship to divine casters.
Nnnnnnnnnnnnnnnnnnnnnnope. Not even close.
There are
plenty of ways to do things that do, in fact, actually put limits on what the GM can do. Rules the GM must abide by or they are--openly and explicitly--breaking the rules.
It's only D&D, as far as I can tell, where there's this bizarre notion that the GM needs to never have any rules whatsoever, but the players not only can and should but
must be hemmed in on every side by rules.
In fact, that's true for your entire post; it can be accurately summarized as "you can't give the GM that much power! What if they're a jerk?!"
No. It's "don't design rules which depend on foolish assumptions, like no one EVER being a jerk in even the smallest ways".
Well, what if they are? The game cannot correct for that, and so designing it around the idea that it should at least insulate players so that they can justly claim that jerk GMs are breaking the rules if they try to act on their jerk impulses, as opposed to being a good RPG, is a bad design goal.
"The perfect is the enemy of the good". Yes,
perfect defense against jerk-GM behavior is impossible.
Useful defense against
the vast majority of jerk-GM behavior, however, is quite possible. Rules that actually set standards, that actually make consequences--and that make it just as easy for
players to call out bad GM behavior as it is for GMs to call out bad player behavior--are quite possible. It's only D&D, as far as I can tell, where people deny that this is possible and pretend that the only way any game can be designed is "GM has absolute perfect latitude to do whatever they want whenever they want for as long as they want" or "the GM is never free to do anything at all".