Can you provide some examples of flat player-drive play where the GM is not providing some sort of outline / actualizing a premise that spurs action / fronting opportunities?
All the "player-driven" games I run still start with the GM fronting something (even if its based on/in reaction to session 0 style setup from the players).
Burning Empires: the session zero process is extensive and puts player plots up front for the GM to fill in. The GM can front if needed, but generally, the conflict, and due to the scene budget, much of the story is indeed player established before play, and continues to be player driven by use of the Invasion mechanical metaplot conflict.
I'll note that BE assumes 3 players plus GM, and each player has 1 color scene (no rolls), 1 interpersonal (a conversation with another character, be they PC or NPC; no rolls, but may culminate with a single roll to resolve if needed), and 1 building scene (3 rolls). That's 3 per "Maneuver" (the budgetary unit); the GM gets 10 scenes (3 color, 3 interpersonal, 3 building, and 1 conflict) per Maneuver... as long as all 3 of his "Figures of Note" (FON) survive; lose 1 each color, IP, and building per missing or player opposition FON. Note that the book calls the interpersonal scenes "interstitial" - but really, interpersonal is more reflective. And PC's can institute a conflict either as the culmination of an interpersonal or in place of a building scene... one per side per maneuver. At 2-3p, all PCs are FON's on one side; the GM gets 3 FON on the opposition side. At 4p, the GM gets 2 FON, and the third opposition FON is a PC; at 5, the GM gets 1 FON, and the opposition has 2 PC FON's... RAW. Were I to run it again, I'd use 4 FON per side for a 4p game, and take the extra 20 to 60 minutes per maneuver.
Truth is, BE is so heavily player driven that I used most of my scenes to react to player initiatives. It was quite intense. And stupidly easy to run, once you get past character gen.