Can you cite the testimonials that back this up?
Reading at least the first several testimonials in
this survey thread on Reddit make it more about what I said: serving the players. Example "DM dice fudging has its place, but it should be used very sparingly and only in favor of the players".
Possibly we are applying different notions of what counts as "fairness".
I laid out what "fairness" means--at least to me.
A rule that is applied consistently is fair. A rule that is applied inconsistently is not fair. "GM decided not to apply the rules this time Because They Felt Like It" is a rule not applied consistently.
Fair rules are, generally speaking, not especially pleasant for the people to whom they are applied; doesn't make them actively
unpleasant either, but nobody is jumping for joy just because they got fair treatment. Fairness does not generally bring comfort, except in an abstract or cerebral sense, of "I got what anyone else would've gotten". Consider, for example, how the
Dark Souls games (and their spiritual successors) are consistently described as "hard, but fair", and similarly, many well-liked teachers who challenge their students are often described as "tough, but fair" or similar terms. The idea being, they
will put up a steep challenge, and it is entirely possible that some people will struggle badly against that challenge--but the entity in question (game, teacher, judge, whatever) will always be consistent, always display even-handedness, never resort to "gotcha" tricks or false signs, etc. If they ever
did do so, they would admit fault and correct the problem--but even that will be rare because it just won't be
needed. Any person subject to these things--the game's player, the teacher's students, the judge's plaintiffs and defendants--will get exactly what is due to them, no less, no more.
In many cases, I expect GMs to be aiming for, if not precisely "hard", then at least "firm but fair", when it comes to the evaluation of game elements. Part of the reason I expect this is that those rules themselves are naturally--and wisely!--biased in favor of the PCs
on a small time horizon. This is because, as I've argued many many times over the years, the gameplay function that "a combat" serves
for PCs is radically different from the gameplay function that "a combat" serves
for enemies. A PC needs to survive not just that single combat, but many combats, back to back to back to back to back, to even have a
chance at net victory. Hence, to design monsters that perfectly 1:1 match up with player features and design is inherently contradictory to the game design goal of combat, which is to produce an interesting and exciting experience both at the level of the individual encounter,
and at the level of many encounters assembling together to form an adventure. One would expect that a competently-played enemy force of
equal strength to the party would win about 50% of the time, for a properly-designed game--which would mean that the vast majority of parties don't make it to the end of their 8th combat before TPK, and certainly don't make it that far without multiple character deaths. (If you lose every combat 50% of the time, then after 8 combats, you'd only have a (.5)^8 = 1/256 = 0.00390625 or about .4% chance of surviving.)
The GM putting their thumb on the scale to provide a better experience is
not fairness. It is, instead, intentional and knowing
unfairness--just unfairness that is beneficial to the player(s), rather than detrimental. Just like how, for example, a person with powerful political friends, or friends-of-friends, e.g. "my dad's golfing partner is a respected retired judge", usually gets positive unfair treatment when said friends(-of-friends) "put in a good word" for the person in question, thus getting that person a lighter fine or sentence. That is unfair--but it is beneficially unfair for the recipient.