I would guess virtually everyone on here would say there is a huge difference between wanting/not-wanting the players involved in the world building and wanting the players to know/not-know the rules.
I want world-building input from my players. When I am putting a new campaign together, I always ask them for the following stuff at a minimum.
What races/ancestries are you going to play? This tells me which races are going to be important in the setting. I need to focus on these, but I can ignore or remove the rest. If nobody wants to play a drow or a tiefling, I don't need to include them in the campaign lore (unless I need them as NPCs.)
What classes/subclasses are you going to use? Same as above, but it's a deeper cut. If nobody is interested in playing a cleric, paladin, or warlock, for example, it means I can remove them from the game without causing problems....heck, I could even remove gods and religion entirely if I wanted. But if they
do want to play a cleric or paladin, that will inform me of which gods/temples/faiths need the most focus.
What is your background and origin story? I probably already have the starting point of the campaign written--the town they all live in, a few NPCs they will meet, a dungeon to explore--but their characters' own histories will shape it. The soldier background is popular with my group, so I usually have to add a military presence nearby. The pirate background is also popular, so I try to also put that town near the sea. Or I combine them into a naval presence.
So anyway. I don't get player input on where to put different kingdoms, or where the mountains are, or the shape of the world. But I rely on their character choices to help me
focus the world.