I don't entirely disagree, though to be fair I think there's one Calvinball GM and another, fairer-minded GM trying to play by the rules and established ... declarations (which seem to be subject to change).
To a degree.
But look at all the theorized blocks to the Sorcerer and prospective Wizard moves based on all the unknowns and unestablished details (situation, setting, offscreen, etc).
It can’t help but be Calvinball!
It reminds me of something I was thinking of the other day. Whenever I bring up how overpowered Spellcasters are in (non 4e) D&D (even the comparably reigned in ones in 5e), starting around level 7 and accelerating, the response is typically to talk about how “good GMing” plays extremely adversarially to spell casters (by leveraging their exclusive access to offscreen and martialling in established backstory resources or establishing adversarial backstory):
1) initiate all of these reactive caster blocks (which in my opinion overwhelmingly manifests as Force)
2) curate content preemptively to enact caster blocks
Similar to how these exact conversations play out where you don’t get people concretely establishing transparent spell lists, loadout, etc, those GMs that promote the adversarial Arms Race to keep casters “in check” just bring up a laundry list of contingencies (the dynamics of the blocks above)...yet they don’t supply
(a) how often are you making these moves during play?
(b) if it’s anywhere approaching 3/4 of the caster’s unique ability to obviate obstacles and control the trajectory of play...how are you preventing your walk-outs (no one is playing under that obnoxious regime of blocks and Force and curation) or are you fine with your casterless games?
(c) how do you deal with well-played spellcasters who deploy contingencies that work around your contingencies? More reactive blocks or Force? Ok, now answer (b).
(d) If it’s only, say, 1/3 (still an obnoxious rate in my opinion) how are your high level spellcasters not dictateing the gamestate and the trajectory of play?