This is one of the reasons I asked. I feel like there are two things being discussed, and they are a bit related. I will start out saying I do think GM authority is pretty central to what made D&D work and helped distinguish it for me from things like boardgames (I mentioned before that fiery moment in my mind when I first played, and it was all about how the GM being empowered to respond to me saying what I wanted to do, to take that anywhere, made the experience feel boundless and immersive for me). But I think different editions have approached this in different ways. It seems like we are largely talking about rules light versus, not rules heavy, but rules comprehensiveness; and High GM authority versus checked GM authority. I mentioned 3E because I quite like 3E, and while I had my complaints, one of the things it did, was put such emphasis on rules and the GM doing things like balancing out encounters, as well as empowering players through things like class dipping and the rise of 'wish lists' that it really did shift the zeitgeist for a time (I would even say 5E's lighter, more empowered GM approach feels like a response to this, as well as a response to things that were happening in 4E). I guess where I am going, is 1) part of this is there is a baked in component to the game that will probably make this always an issue for some folks to an extend (the game functions around high GM authority, and for many people, whether folks think this is good or bad), that is the game. But it has also approached it in different ways and there have been editions people came together on from different camps, and the pendulum is always swinging back and forth. 3E strikes me as a possible middle ground here, though perhaps others will disagree. Simply because I know I was invested in it and enjoyed it (wasn't thrilled with teh AP adventure structure that become the norm, and I think WOTC isn't good at adventure content, but the system worked and gave me years of successful campaigns). And I feel like that was also a time where I felt as GM I had the least full authority in teh game I had had in some time (and sometimes this was annoying because I felt like I was working for the players more, but on the other hand, the system was so flexible you could use it to create any campaign world you wanted: I had a great time putting together wuxia campaigns during 3E, for example, because of the way multi classing worked. And there was an energy in the fandom too at that time.
Obviously there were other downsides. Like it was the height of the d20 era and me trying to get players to play HKAT! was nearly impossible if it didn't have a d20 logo (which it did not). I even had to run Cthulhu as a d20 just to do Cthulhu (though in fairness that was actually a pretty good d20 product all things considered)