I guess I don't understand how this counts as, in your words, "taking partial control over the narrative"...
...when the whole time it's been extremely clear to me that the "traditional GM" ALWAYS has near-complete control over the narrative.
They're just under an extremely weak, unstated expectation to only use that control in particular ways...unless and until they think that that expectation is getting in the way of a good experience. A thing they are not only not expected to tell their players about, but which they almost never will tell their players about. (These two things are precisely what makes it a weak expectation: it may be overridden, at any time, so long as the GM thinks it right, and that overriding not only can be but almost surely will be done in secret, often with pains taken to conceal it from the players. Either condition alone would be a significant weakening of the limitation; together, they make for hardly any limitation at all.)
Ok, I think I start seeing a pattern here now. I really think it might be something essential to unpack in the word "traditional".
In most of the games I have played and GMed your description matches the experience 100%. I think in some of these games this is a genuine consensus - the players do not want to make dramatic choices, but experience the content the GM or the third party creator has dreamt up for them to enjoy.
The problem is that in probably a lot of these kind of games there are players that would have enjoyed having narrative control, but are "stuck" in play that don't allow it. Some possible problems:
a) It could be they don't recognise it in themselves.
b) it could be that they recognise the format require conforming to the plan, and hence do not speak up. c) it could be they try to break out, but found the attempt being in vain.
The c) situation would seem like the dreaded railroading DM, but indeed the three times I can remember to have tried this, it has been the other players that forced compliance with the obvious plot.
And I think this observation is crucial: This kind of play isn't enforced by a tyrannical GM. It is indeed a recognised form of play that there are so many that actively like to play, that it for a long time completely drowned put the alternative. The reason the railroad GM is such a bad thing is in my view not so much that they do not provide narrative choices. Rather the legendary railroad GM is someone that despite this strong culture of players conforming manage to find themselves in a situation where the players are not pursuing the plan - and that rather than taking a timeout recognising they have failed, rather insist on dragging the players trough the rejected content.
So we have a style of play that is so popular it drowns out other styles of play, while we have still quite a few players that actually want to have some narrative controll. What to do? Make a game that
cannot be played in this most popular way. That way players that really want narrative control are assured the GM will have to grant them some narrative control. Meanwhile those that don't want narrative control can keep playing the old game that allows for that playstyle.
And I find this absolutely tragic. It splits the hobby, as these new games
forces players to make narrative choices. So players that want to take narrative choices cannot play with those that don't want narrative choices - as they are playing different games. GNS theory being it's own self fulfilling prophecy.
And why do I find it tragic? Because I have indeed played games providing extremely rich narrative choices, while having players not wanting to make narrative choices playing full-worthy along. And that was made possible by the traditional
game structure
So I think this is the crux. I think what you describe as the "Traditional GM" might be a GM that is running the kind of
traditional play that is characterised by players not having narrative control.
Traditonal games that is characterised by having a GM that stands over even the rules is the
enabler for this kind of play. However concluding that "Traditonal games" must produce "traditional play" in this sense is false.
I have run traditional games where the players have made narrative choices I didn't even know existed in the situation. And I am not (only) talking about small scale tactical narration like befriending the frog people vs attacking them. We are talking making the campaign about a civil war rather than a blackout mystery. To leave the city just after the full conflict lines of the city intrigue in the center of the campaign got revealed. To who was in charge of the city, when they returned.
Provide the players with a rich environement with things to latch on to, and make it clear they are supposed to make use of it, and the GM quickly do no longer have control over the narrative. After all, a narrative requires characters, and the characters are not under the GMs control in trad games.
This style of play is appear to be very uncommon though. Living world / westmarches might approach this, but is not quite the same. The players are still (typically) limited to a menu consisting of the limited (tough plentiful) things the GM has prepared in advance. So I wouldn't consider that the same kind of narrative freedom as I feel I have been able to provide with my approach.
So I have GM-ed games of D&D where
partially taking control over the narrative has indeed been an overt action from me as GM. But I do acknowledge that in most of the games I have run I have indeed been in total control over the (overarching) narrative. And that this was not due to some power trip, but as a requirement for fulfilling my role in the activity me and the players had agreed to engage in.