Here is what I described as "a characterisation of the flow of play, and the process of play, that assumes (or that places) everything into the GM's hands":
characterising a GM describing things to the players as the GM deciding on auto-success for an action not declared by the player.
The reason it about GM control is because it denies or elides
the play of the game - which, for players, is predominantly the declaration of actions for their PCs - and makes it all just
fiction narrated by the GM, with action resolution turned into a type of heuristic the GM relies upon (when they feel it warranted) to decide what to narrate.
Saying that
the players have full control over their characters means nothing more than that players are doing the bare minimum necessary for the activity to count as a RPG at all - that is, they are saying some things about what their PCs do. But the framing, the stakes and the consequences are all entirely in the hands of the GM. (Just as in the AD&D 2nd ed examples that I quoted not far upthread.)