I would also like to point out that the thread title is actually perfect for me. This is how the discussion has gone from my point of view:
OP: I don't like how the new Command spell removes the ambiguity, open nature of the Command Spell.
Me: I actually really like that. I find that the open nature of the Command spell and other similarly written spells, cause all sorts of friction at my table.
Others: Oh, you just have bad players. No good player would ever argue with the DM's ruling.
OP: Here are a bunch of examples of creative Commands that are no longer allowed.
Me: Good. Most of those are abusing the rules and I wouldn't allow most of them.
Others: You are a terrible DM for not allowing player creativity.
Me: So, unless I 100% agree with every single use of "Creative Command", I'm a bad DM. But, anyone arguing with my rulings is a bad player... Ummm... Doesn't this make the OP a bad player for arguing with the DM's ruling?
OP: Nope, you're a bad DM that I'd never want to play under because you hate player creativity.
It's a total no-win situation for me. And that's called compromise?
This thread 100% encapsulates EXACTLY what happens at my game table over and over and over again because of these poorly written spells and effects. Players either deliberately or mistakenly "misunderstanding" the mechanics in order to grab as many advantages as they can.