Narrative control outside of the actions of one's PC is often restricted in games. I believe narrative control over a character should only be exercised by the party assigned control.
Restricted, but not completely eliminated. What you believe in does not exist in D&D. So why you are arguing for something that isn't makes no sense to me.
Not my example initally and I won't say the power us unbridled. Merely that having a meta-ability to make a character take action of their own free will where that action contradicts character design, history, preferences, and owning player's desires creates friction.
So we should just never attempt to get players to do anything they don't want to? Again: BORING.
It's not about me. I have personal experience with 2 of the 3 scenarios though. If you prefer, I won't reference it.
In which case,
Devoted husbands cheating with people picked up usually stop being considered devoted.
So their bonus to fending off advances ends after their one-night-stand.
Attraction studies indicate sexual-preference can be so strong as to effectively eliminate non-conforming possibilities from competition.
Lets focus on some key words, first: Studies. Second: Can be. Third: Effectively.
These are all words that should make anyone reading them understand that these studies are non-conclusive.
Well, no. That's the worst that can happen if you remain in narrative control. If the other player is allowed to assume narrative control over your decision-making, your PC wakes up in his arms in the morning and it was his choice.
Of course, all this extrapolation and
exaggeration gets away from the fact that none of this actually exists and narrative control is very restrained, even in 4e.
I want the DM to present the situations and adjudicate the environment's reactions to my character's choices. I don't want to be making decisions for other characters or the environment itself save for those choices my character makes. Many versions of D&D work really well for that.
The only way you can actually achieve this is if you never make decisions at all. Any decision you make in the game will likely force somebody to do something they'd rather not. I suppose they could pull the nuclear option and leave the table, but again, there is no decision in which this could not be a possible outcome. And you don't know that. How is it so different from having a power that takes control of a character, to making your own decision that is to extremely counter to another player's wants, that it forces them to do something they'd rather not do?
Every decision, any decision has effects on other players. If you choose to selfishly think that your decisions for yourself are limited only to you, you don't understand social interaction.