Right. Let me give an example: I had a 5e character, way back when 5e was brand new. The game was set in my sister's pre-existing game world, which has a ton of lore and lots of games played in it. So, I pick Dwarf, Wizard, Transmuter, and Folk Hero. So I'm not trying to be especially profound in my characterization, I just figure he's tired of all the BS associated with being a little guy and he wants to play in the big leagues.
So, we go out on the frontier, turns out we're doing some loose version of Phandelver, which is itself reasonably location-based kind of AP-esque 'there are a few routes but they all basically lead to the same place'. But along the way Azardel kicks the ass of the Boss Hobgoblin in personal combat (good trick for a wizard, but as a Mountain Dwarf he's actually got a battleaxe and chain armor he can wear).
He decides he's going to take over the castle, and rebuild it, call all his dwarf buddies that he's a folk hero to down to live in it, and develop a trade route. Yeah, I guess that either A) doesn't mesh with whatever the DM wanted to do, and/or B) doesn't seem 'plausible'. Well, I did it, and got some reasonable problems and whatnot to solve, for a time. Had to kiss the arses of the neighbors, kill of a few monsters, build a bunch of stuff, and somehow come up with enough cash and retainers to make it work.
So, once I was dragged off on an adventure related to the other characters, that was that, it was decreed that my henchmen, acting with monumental foolishness, released a terrible monster which immediately took over all my stuff and undid all of that work.
Now, that MIGHT happen in a kind of narrativist fashion, but all of the above just illustrates many of the flaws with plausible and logical, and the many foibles of trad play in general. Also, I want to be clear, it wasn't BAD play in its own right, it was just a certain kind of play that is very distinct from what is found in games like BitD.