Bedrockgames
I post in the voice of Christopher Walken
This isn't how I envision good play. One of the reasons I am actively avoiding words like story, isn't because I don't want dramatic things in the game or fun and exciting things, it is because I don't even want to think in terms of what ideas are clever or not and therefore allowing them. I want to take an 'okay let's see what happens' approach. Again for me, I do not want to feel unsurprised. One of the experiences that really bummed me out as a GM was when I was running a lot of 3E and running adventures the way you were generally encouraged to run them (a style players at the time usually rather liked). I just kept having the feeling of what's the point, just hand the players my notes or tell them where I think the advent are is going to end up. I want this to feel like a game where I am not rigorously planning out the details of the session before hand, or striving during play to make sure some kind of structure emerges. I just want to see what happens. And through discipline you can definitely make it not about what you as the GM thinks is a good story. If you encourage players to take initiative and you reward initiative by taking it seriously and actively trying to respond in a fair way, you aren't just going to be stringing them along on a cart. It might be a disaster in some other ways. One really hard challenge of this style is it can lead to moments that aren't as exciting. And there often isn't going to be the pacing and rising tension players might have come to expect (at the very least things like that will be sporadic and dependent on circumstances, not guaranteed). So I am not saying this is a perfect approach to play. It serves agency well but it might not serve everyone's idea of fun well (which again is why i think you have to be flexible if your group isn't digging it).Open world campaigns are typically defined by a single rail car that never really moves. The players are on a large stage and as they purpose to go somewhere, the GM changes the drapes and the furniture on the stage and brings in some props and new players, but there is very little in terms of defined space. You generally cut from scene to scene based on where the players say they want to be because nothing exists until the players go there, so there is generally nothing between point A and point C save a handwave. All props are manufactured as needed according to the dictates of the story as the GM sees it in the moment. At best, you might get the GM deferring some of the time to a random table as a prompt for ideas, but at worst the GM is just listening in to the players talk and deciding what ideas he thinks is clever and wants to use. The whole game is nothing but one long metagame by the GM against or for the players, but because the GM isn't cognizant of their own process of play and because they are accepting player prompts they imagine they are empowering the players. The truth though is that you are setting on a single rail car doing nothing while the stage props are moved by the windows and the GM decides to yank your chain or not depending on what he thinks at the moment is a good story.
Also back tot he point about paying attention to your own impulses. I find asking yourself "wait is this just what I want?" to be quite healthy. Because that helps you move away from a sense of needing to be in the drivers seat and towards letting things unfold more organically.
But all that aside, you still aren't railroading if you are letting players choose to ignore this adventure or that adventure. They still have agency if you are genuinely letting them make those kinds of choices in a campaign