Of course players have a say - and there's always the possibility for dialogue (or should be). Stating that the buck stops with the GM doesn't mean that players don't have a say.
Doesn't it? "I am the absolute authority" pretty clearly means no one else has a say. What else could it possibly mean?
But it does mean that for the game to work smoothly, there has to be an underlying table agreement about adjudication, and usually that means that, when push comes to shove, the GM's discretion is paramount. In truth, I think that is generally important for an immersive experience.
And yet Dungeon World is both extremely immersive (much moreso than my experience with "OSR" games) and
explicitly has things where DM discretion is not permitted. I am
required to give the player something "interesting and useful" on a 10+ (full success) on a Spout Lore roll (essentially a "knowledge check," for anyone unfamiliar with DW.) Part of the explicit understanding written into the rules of Dungeon World is that I am
not allowed to just wantonly decide, "Nah, I'm not going to give you something useful, even though that's what you rolled." But the player is equally bound: if I as DM then ask, "How do you know this?" the rules explicitly say, "Tell them the truth, now." Or, for example, the players are told in the section on Discern Realities (essentially "Perception check"): "The GM always describes what the player characters experience honestly, <snipped hypothetical in-play example." If I describe a situation dishonestly, I'm breaking the rules--and that is
really really not okay in DW. Like, legit actually harmful to the experience. Much as, for example, the rules regarding the use of "safe words" and the like: non-traditional relationship models depend vitally on actually playing by the rules even if you're the one with the "power," so to speak. Breaking those rules discretionally is in fact
not okay and, in specific,
is in fact destroying the respect and trust necessary for such relationships.
That doesn't mean that ALL rules are like that. But most of the legit actual rules-rules that apply to the GM in Dungeon World are of that form.
I personally have never been in a situation in which all the players revolted against a GM ruling, whether as a player or GM, so that sort of scenario is just a hypothetical to me.
Fortunately, neither have I. But I have gone out of my way to emphasize to my players that they
can do so if they wish. They have privately thanked me for showing them this level of respect. I would, in fact, bow to their wishes up to a point, and if that point was reached, I would simply tell them I could no longer run the game for them, as that would mean they were asking me to run something I wasn't capable of running. (This, for example, is why I asked my players not to play evil characters: not, strictly, because I don't
want them to, though I do in fact prefer that they choose not to. Rather, it is because I don't believe I have the ability to run an enjoyable game for evil PCs.)
No, that's not my opinion. The rules are the framework for the narrative of the game - as you say, they're tools but I would add only tools. But I agree in that they give the basic structure that everyone agrees on, or should agree on, for the game to run smoothly.
Which is why the extreme emphasis placed on how violable and irrelevant the rules are for folks advocating (or, at times, practicing) a "freeform" method is such a problem for me. Because it calls into question that very thing upon which the smooth game runs. It is announcing, from before even session zero, that the DM can and will
at whatever time they like pull a Vader-style, "I am altering the deal. Pray I do not alter it further."
That is where so many of my problems lie, and the (as stated)
extreme emphasis on that is a major driver here.
I would also say that if a group is overly relying upon rules for "a climate of respect and trust," there's a potential problem there because it implies that the respect and trust is only skin-deep, when it should be based more firmly on human connection. I mean, it isn't unlike the rapport of teacher and student in which the best way to foster a climate of learning is getting the students to trust you; rules have an important role, but they're secondary to that human rapport.
Why do you assume "overly"?