Well here I would say, I think this isn't the case as a general matter. The players not inputing creating setting elements, doesn't mean they aren't driving the direction of the campaign. I would say a campaign where the players are along for the ride, is what I would call GM driven, and a campaign where the players can shoot the clerk, take his car and go on a cross country killing spree the GM never imagined, is a player driven campaign (normally i call this character driven actually but the players are the ones literally in the drivers seats here). I get that you can empower the players even more to actually have a say over what gets introduced, beyond acting through their characters, but like I said before, I don't see that as adding agency or adding 'player driven-ness to it'. I see that as being more about the mechanics of the game and the structure of play
All that said, I think you are simplifying what I do when you say "devoid of any consideration or input by the players". I may not tend to use the kinds of systems you are using, and I am much more on the trad side of things. But I said before I usually talk with my players about campaign concept and that is naturally going to lead to certain things being created for the campaign to fit what they are trying to do. And as the campaign unfolds, I am going to create in response to what they are trying to do and what they do. An example of this would be in my Paths from Nowhere campaign where the party was just kind of finding its way. One of the players wanted to join a group of local bandits. I had to make the bandits in response to what the player did. Then the player ended up betraying the bandit leader, on behalf of a roaming magistrate he took on as a new Sifu. I used 'pinning it down' throughout, so that the players in game choices would have weight, but he was moving in the direction of betraying the bandit leader, I had to create family connections, which led to the emergence of Lady Yang as a nemesis. This was all stuff I wouldn't have introduced or created had the player not been making these choices and pushing the boundaries of the campaign in that direction. So yes, the GM is the one making this stuff, but it isn't always happening in a vacuum, and it is often a direct response to actions the players take (and this is the thing in my experience that both expands and brings a setting to life)