D&D is designed to put most of the power in the DM's hands. The obvious comparison is to a PbtA game, which has rules designed to empower the players almost as much as the DM (the DM still controls much of the underlying setting, but the narrative beats of the story are by design significantly in players' hands). As a result, although a D&D game can be more or less inclusive of player contributions to the story beyond the narrow path laid out in the rules, this depends on the DM choosing how much power they want to share. 4e a little bit excepted; it goes slightly further in expanding narrative agency to players.
There are pros and cons to this design; I think the con is basically that a DM could enforce a "my way or the highway" dynamic that is problematic. So the new formulation of Rule 0 emphasizes consensus and empathy. It's basically saying to new DMs, "hey, in D&D this role gives you a lot of power; be mindful of everyone." It's the same message we give students all the time: think of others, not just yourself.