The problem, I think, is that a lot of players feel that if they come up with an interesting or creative action, that it should automatically succeed, or have a greater chance to succeed, simply because it is creative. I don't DM that way. I love creative actions/solutions, but that doesn't mean that they're going to work.
Take a player who is standing upon the railing of a second-story balcony overlooking a ballroom.
Player: I want to leap out from the balcony, catch hold of the tapestry hanging on one wall, and drag it down with me so that it falls over the guards' heads while I land on my feet, unentangled, a few feet away.
Me: Wow! That's neat, Bob! Really creative! Okay, so you want to leap off the balcony and grab hold of the tapestry--so that's about ten feet out, and a standing jump since you'll have to leap from the railing...so a DC 24 Jump check. Now when you get hold of the tapestry, you're going to want to kick off from the wall so that you pull the tapestry out and over the guards' heads, so let's say a DC 15 Tumble check.
Player: I rolled a 16 on my Jump check.
Me: Too bad. Okay then, you leap out, but you don't manage to reach the tapestry, and fall into the guards below. Make a Tumble check to avoid falling damage.
Player: *muttering* That was a really creative idea. It should have worked!
Also, sometimes players come up with creative ideas that not only aren't in the Core Rules, but go against the Core Rules.
Player: I want to use a Magic Missile to hit the orc's belt buckle, so his pants fall down and he gets embarrassed!
Me: Magic Missile can't target a particular spot on the orc. It just hits him in the chest. Disintegrate could do it, with an additional +8 AC because you're targetting a Tiny-sized object. Maybe Melf's Acid Arrow...
Player: But I don't know those spells!
Me: Well then, you can't target that belt buckle.
Player: *muttering* You just don't like people who think outside the box...
Creative ideas are things that are cool, aren't normally thought of, take resources and use them in new ways. But players have to recognize that a lot of these ideas aren't common exactly because they're hard to pull off.
As far as a DM who simply doesn't allow creative ideas, how exactly does he put the kibosh on them and punish you? Does he simply say "no, that wouldn't work"...?