No, we have a FUNDAMENTALLY different understanding of what this is about. Who cares if 'Monk' decides to do a 'Flash Move'? As long as it has genre appropriateness, and the player is following the process of play, then its fine! (I mean, it may not be possible for it to happen in the fiction of a given game, obviously). What does the player accomplish, they 'beat' some situation? There's just going to be another situation, and presumably it also will be challenging to them, even with this new move. It just doesn't matter. As long as the fiction addresses what is interesting to the participants (agenda) then its all FINE! Yes, it is fine for the players to want to play low level D&D PCs and follow a set of rules that makes goblins dangerous in challenging, but to think that is NECESSARY is simply too limited a view of RPGs.
Except it's not genre appropriate, nor is it even rules-adjacent for a monk to create a Flash tornado.
I mean, in comics Superman is an interesting character, despite being virtually invincible, because it isn't simplistically about what he can defeat (yeah, sometimes the writers cheaped out and invented 'kryptonite' or whatever, but that's not a requirement to make a Superman story). RPGs are the same, no matter how much stuff my Dungeon World character accomplishes (because I said he would and then rolled a 10+) there's always the next GM hard move, and it DEFINITIONALLY puts him right back in the frying pan!
Sure. If I were playing a high power supers game. Superman has effectively godlike powers, but I'm not playing a supers game.
This is also essentially my answer to @Lanefan, there simply is no such thing as a hard RPG game design/play principle that there must be any specific constraints on player action declarations or outcomes. The only constraint is that the player is somehow sharing the decisions on those outcomes with some other participants and/or processes which allow the conflict inherent in drama to emerge, happen, and come to resolution. And given all that, there's no reason to think, and my experience bears this out in general, that players are any less capable of deciding how the tone/genre of the game goes.
Yet some people will push the boundaries far beyond the established parameters.
Try this, run a D&D campaign and put the players completely in charge of how much XP everyone gets, and all agree beforehand that the players are entirely free to use this to play in whatever they all feel is the level sweet spot for the style of play they feel like having. If they all want to play 15th and up level PCs, so what? They can just grant themselves a lot of XP and get to 15th level and have fun, they're adults (probably) and can decide for themselves, they don't need daddy GM telling them they have to flog it hard through 14 levels to 'deserve' to play how they want! lol.
I run campaigns up to 20th level (I did 30th in 4E). It's not a problem with PC power level. It's people trying to make an end-run around the rules in order to achieve or gain something that is outside of the shared genre concept. This can be small "I had brunch with Odin" in a campaign where the gods are distant and unreachable and it's been clearly established that travelling to most other planes (especially Valhalla) is nigh impossible for most planes and Plane Shift is unavailable. It can be bigger as in someone who wanted all the abilities of a dragon and those of a vampire without paying any penalties when everyone else is running a standard character. It's doing things that isn't even close to the agreed upon nature of the game or what the characters should be able to do.
Put it this way. Let's say you're playing checkers. Someone decides to replace their tokens with chess pieces and use chess moves. If people want to play checkers, that's uncool. Want to play chess? Cool. Go ahead and play chess. Want to play a supers game? Awesome, write up a speedster. If you want to play a gonzo, anything goes game, awesome. Go for it. I'm not interested, but that shouldn't stop anyone. When I play D&D I want to play in the realm of D&D. There will always be things the rules don't cover, things the DM just has to rule on the spot which is a lot of the fun.
But those rulings? That on-the-spot creativity? It still needs to fit the style, theme and shared expectations of the game and the group.