Ultimately there seems to be a big disconnect here.
Yes, you do have a bit of a disconnect. You seem to be driving the case to an extreme.
The FATE mechanic I referenced allows a player to spend resources to stipulate *minor* details. He or she does not then get to carry off with full authorship of the story for a chapter. So, the comparison to the writing experience of your youth is simply not appropriate. Apples and oranges.
Are we simulating being characters collaborating in a story, or are we simulating the process of authors collaborating to create a story?
The point being that, unlike in most internet arguments, there's a middle ground. You can be mostly one, with a little of another.
The latter sounds like something you'd do as an exercise at work to learn about collaborative effort.
Stop worrying about what it "sounds like". That's not how it is in practice with any group I've worked with (and there have been several).
You say it "sounds like". Does that mean you have not tried it? Have you at least read the rules of FATE? They are available for free. I ask, because there is a point where, if you don't really know how it is used in practice, you should probably talk less, and listen more. Ask questions, and listen to answers, rather than worry about theoretical discussion.
You don't want to try it? That's fine. Me, I decided I didn't want to try skydiving. Just didn't seem to be my thing. But, on the flip side, I don't try to critique skydiving, either.
For a more detailed discussion of why this sort of design is actually incoherent...
I don't care if it is incoherent, in whatever meaning you give the term. I care that folks have fun when we play the game. Fun at the table is what ultimately matters. Satisfaction of my players (or fellow players) is what matters. Classification of "incoherence" is academic, and I mean that in the sense of, "ivory tower intellectualism, not of practical use."