But it literally is less collaborative. Contributions to the game that hawkeye or myself would say yes to, you would say no to. Players are less able to collaborate with you in creating the world around them.
You may say that's a kind of collaboration you don't want, or your players don't want even. That's fine. And no-one is saying that collaboration is the only measure of a game's worth or enjoyment level. You presumably feel that having a lower level of this kind of player collaboration enables you to have a higher level of GM auteur vision, or a better focus on IC exploration. That's fine too.
I disagree. Let me make a comparison for you: We all know the rules of Tag, yes? One person is "It", and whoever that is must chase everyone else and try to touch them. Whoever he touches is "It" and now has to do this. Pretty simple ruleset, yeah? Well let's add some more options.
Safe Zone: Everyone who is not "It" is trying to reach the flag or pole or whatever is the "safe zone", and while they touch it they cannot be tagged as "It". Now the game is mostly the same as before, it just has a general goal. Everyone who is not "It" is trying to reach the safe zone. Generally, the game ends if everyone gets onto the safe zone, though that's not a requirement.
Well Ned doesn't like that rule, so let's use another option: Freezing. Instead of becoming "It", when you get tagged you have to stop moving and stand in place until another not-frozen player tags you, then you can run again. The game generally would end if the person who is "It" can "freeze" everyone. Cool.
Then Kenny comes up with another new rule: Zombies. Anyone who is tagged by the person who is "It" now joins the Zombie Team and has to chase the people who are not "It". The game ends when everyone is caught.
Then Tina comes up with an expansion to Zombies: The zombies are the ones who now have the base and everyone gets a dodgeball. You can throw the ball at a zombie. If you hit the zombie, the zombie has to return to the zombie base before it can tag anyone else.
Most people generally accept one or more of these rules when it comes to tag, I'm sure any one of us on these forums will have played most, if not all of these rules when we were little kids.
BUT THEN ALONG COMES MIKEY, who just thinks the game is boring but still wants to play. Mikey announces another new rule: you can only tag people who are wearing a specific colored shirt, determined by your own shirt. Red shirts can tag blue shirts, blue can tag green, green can tag white, white can tag black, black can tag yellow, yellow can tag brown, and brown can tag red. Gonna be honest, this is why no one likes inviting Mikey around; because this rule is tedious and doesn't do anything besides make the game more obtuse, so everyone tells Mikey that they really don't want to use that rule, and that's really all there is too it. Mikey can go find people who WANT to use that rule if he wants to, but uh... Well good luck Mikey.
Your argument is that if anyone tells Mikey that his rule is kinda trashy and they veto it, they are wrong for doing so simply because more options are always a good thing. Your argument, as you have made it, is that even though some of these rules do NOT mesh well together, if any or all are suggested, they should be incorporated into the worlds most obtuse game of safe-zone-color-based-zombie-freeze-tag. That's dumb dude. I'm not going to pretend that it's not dumb. Not all options are good options, and not all options are even that popular. Some are designed for "hard core" players, some are designed for power gamers, some for casual players, and some for players who don't like combat, and some are just badly designed and unpopular with one or more or all of the above crowds.