I don't get this.The question of when players pose questions to the Gm is a nonsensical one: the only way for the players to, well, play is to pose questions to the GM, or to the rules through the GM. (Again, talking about traditional RPGs here; in other types of RPGs they may have to pose questions to the group or a randomizer like an Oracle.)
Rolemaster is as traditional a RPG as they come. Players can make moves in RM other than just asking the GM stuff.
Traveller was published in 1977. Players can make moves in Traveller other than just asking the GM stuff.
The most canonical player move in either game is to *say what action their PC performs.
Traveller and Rolemaster don't use exactly the same form of action resolution no matter what is happening in the fiction. But they do have mechanics for resolving non-combat actions that are not just the GM decides, perhaps by calling for a check.The kinds of questions the players ask and the tools at their disposal is usually very different between a megadungeon exploration and a courtly intrigue, though. Therefore, the balance between the Gm saying "yes" and the rules taking over are very likely different as well. Certainly that is the case for something like 5E. I suppose games that use the exact same form of action resolution no matter what is happening in the fiction would not present a distinction.
I have never played a game that does that successfully, and don't think i would want to. I want modes of play to change between the talky bits, fighty bits, and walky bits (but that is really neither here nor there).
Anyway, it seems to me that the answer to your question is what @Old Fezziwig posted not far upthread: a game in which there is a large amount of "GM decides" and in which the GM always decides in favour of what the players ask for in respect of their PCs will be a game of free-form, collaborative storytelling, punctuated by <whatever sort of stuff is not resolved like this> - primarily combat, at least judging from your posts.