Give an example. I was playing a Warhammer fantasy game a few months back. We had fought some beastmen describe (more or less) like minotaurs. Some time later, in the dark, my character hears hoofbeats approaching. Ok, fair enough. I ask the DM if I can tell how many hoofbeats and if they are beastmen. He says, "No, there's no difference between a beastman hoof and a horse's hoof. It just sounds like hoof beats, what do you do?"
Now, I've grown up around cows and horses. I know for an absolute fact that you very much can tell the difference between a bipedal, some 300 pound hoofed animal running and a 6 or 700 pound horse, with saddle and tack, plus a 150-200 pound rider wearing armor (which we learned later that they were wearing armor). These do not sound at all the same. A bipedal animal can't sound like a quadrepedal animal at a trot because, well, it's only got 2 feet. Never minding that someone in armor on a trotting horse sounds like a bag full of pennies being jingled.
But, according to what's being said here, I'm not supposed to question this. I am supposed to accept it or walk.
Wouldn't there be plenty of steps inbetween?
Like, I could see it going like this:
1. You explain to the GM that a horse probably would make another type of noise. Maybe you say "but a horse with a rider would sound very different ... do I hear any difference?"
2. The GM says "no, you don't hear any difference".
3. You could accept the GM's call, maybe it's not beastmen, but a small horse with no rider, or it's another type of mutant. Or it's beastmen, but your character can't hear the difference even though you as a player would have.
4. Or you double down, explaining that you feel the GM is making a bad call, and that your character should most certainly hear the difference.
5. The GM might have a think about it, and then decide that "ok, you hear that it is not a horse with a rider", or the GM might also double down and say "your character doesn't hear any difference."
6. Now, you might accept the GM's call, or continue arguing about it, probably ruining the session for the GM and the other players, as well as potentially ruining the self-confidence of the GM. Or the GM might take it with good humour, taking it as a learning opportunity, but not changing their call because she planned the encounter in a certain way and doesn't want to change it mid-stride.
7. You might even plead to the other players to support you, setting up a conflict between the group and the GM.
8. Having exhausted all options of challenging the GM's call, it is now up to you as a player to decide what is most important to you: playing the game, or being correct about your character's ability to hear the difference between beastmen and a horse.
If being correct is more important than playing the game, you should walk away from that game.
Were I the GM, I would have listened to you and had taken your character's background into consideration, then I would in all probability said "yes, as you listen more intently, you can hear the jingle of a rider on a galloping horse" or "you only hear the hoofs of what might be beastmen, or maybe a riderless horse."
But then again, I've made so many mistakes when GMing, and GMing WFRP in particular, that I don't feel that me making another one is a big deal, and I rely on the players to help me making the right call.
But my final call is final ...
