Right. particularly for players that enjoy the challenge of solving whatever the GM presents -- be it combat or a puzzle or an NPC -- "fudging" is generally off-putting because it means the situation CAN'T be solved. it only resolves when the GM says so.
I do not buy that "illusionism" is the definition of GMing or even the standard of play. Illusionism eliminates player agency, which is the primary defining factor of an RPG compared to other games.
I think the permanence of stuff is such a big deal that the tables relationship towards it creates fundamentally different modes of play.
Roads to Rome: What Brennan Lee Mulligan does. Essentially a mix between quantum ogres and responsiveness with more emphasis on the quantum ogres.
Narrative: What John Harper does, and what I think
@innerdude is advocating for. Very similar to Roads to Rome but more emphasis is placed on responsiveness.
Challenge sim: What Questing Beast does. Stuff is fixed and needs to be fixed for the mode to make sense given how challenge focused it is.
Story sim; What Ron Edwards does. Stuff is fixed and needs to be fixed for the mode to make sense given it's whole orientation towards resolving a situation.
I think it's easy to be misled by stuff that might be kind of superficial. So a Call of Cthulu detective scenario where the players have well drawn characters and are trying to figure out the mystery (with a chance to actually fail), is far more similar to an OSR pawn stance dungeon crawl than it is to Critical Roll. Even though, superficially, it looks far closer to Critical Roll.
CONTENTIOUS BIT
If you think there are fundamental differences in mode, like I do, then agency is a red herring. General game advice is not fungible across modes, it only appears so because the community tends to treat role-playing as very similar with just a few different procedure preferences. In actuality what's considered agency in one mode is utterly irrelevant in another.
Sandra's Blorb principles got mentioned a few pages ago:
Blorb Principles
I'm a story sim kind of guy, I have a lot in common with Sandra but some of the stuff I do would totally destroy play for her. What bits are solid and how, pretty much constitutes the rpg medium. I think of it like a canvas. Sandra wants to paint a beautiful landscape but I've dipped the canvas into a glue water mix and handed her paper mache. She can't use the medium to do what she wants to do.
Likewise I feel @innerdudes frustration. Fixed pieces destroy or severely compromise the medium and thus player agency in his mode.
The exception is that illusionism is just bad because it involves the GM pretending we're in one mode when actually we're in another. The fact that illusionist advice is so widespread in the hobby shows how broken it is.