I think your idea of "story that consists of scenes created by the GM" is only a problem if the GM has created that series of scenes before they were played out. As in, the problem isn't that the GM has created the scenes; it's that the GM has created the entire sequence, or story. I mean, in many TRPGs, "creating scenes/situations" is most of what the GM does.I think making the players play out a story that consists of scenes created by the GM is a fundamental misunderstanding of roleplaying games as a medium. Of course it can be done. People have been doing it for almost forty years. But using RPGs as a storytelling medium like books or TV shows, or even videogames leaves all the unique possibilities that are exclusive to RPGs untouched. It's a medium in which the players can direct where the story is going and what happens in the story through their own choices and ability to come up with solutions within the game rules.
A GM should face the players with a problem, and the players should come with a solution. The GM should not create a problem and a solution and have the players guess what he wants them do to to hear the next chapter of his story.
Dragonlance was the biggest mistake in the whole history of RPGs and GMs keep getting hobbled by it to this day, and probably forever.
I agree 100% that using TRPGs to replicate books or movies or other linear/authored fiction is something like a category error. I'd quibble with the implication (which you might not intend) that the GM shouldn't have any solutions to the problems presented--I find it useful to have at least one, because it means I know the problem can be solved, and because if the players resort to rolling to see if their characters can solve it I have something ready.