I absolutely want to have a fire extinguisher in my house. I absolutely hope to never have to use it.
But you want it
so that you can use it. Like...you're putting up a smokescreen argument here (almost literally, heh). Your hope is not "I hope I never seek to actuate this device that produces foam." Your hope is, "I hope my house is never on fire." By having the fire extinguisher, you do in fact hope to use it--just in a situation that you hope never comes to pass. But, I imagine, you wouldn't just up and decide to cease living inside your house if you learned that your fire extinguisher was a dud, yes? You might make it a priority to get a replacement--but you wouldn't make it a
prerequisite of continuing to live in that building.
That's rather different from the demand for "absolute power"/"absolute authority" as a "traditional GM", no? The clear pattern is that if this authority were somehow lost or damaged,
they would immediately stop GMing until it was restored.
That's a pretty critical piece pointing to the fact that it's desired that it may be used.
In that case I think your analogies has outlived their usefulness. They are no longer communicative, as we clearly do not understand each other with regard to these.
What is the primary thing that every "traditional GM" has insisted about player control over their character backstory, for example? To paraphrase many sources: "nothing with mechanical benefit." (Or, if you prefer, "nothing with mechanical impact", to not imply a "backstories can be neutral
or bad" thing.) Control over the character? Nothing that can ever impact the declarations the GM makes.
A son does not gain subsidiary authority in or over his mother's house simply because he can tack posters to the walls of his room. A daughter does not gain the ability to start or stop any service provided to the house, simply because she can choose what bedsheets cover her bed. A courtly advisor does, in fact, specifically gain authority, prestige,
control over meaningful parts of the apparatus of state, even if their choices are ultimately ephemera should their absolute monarch liege decide so. Nothing of the kind occurs under a "traditional GM". Players do not, and cannot, declare anything to be or not be within the world.*
*Indeed, the "traditional GM" could decide that a particular character literally just...doesn't have parents. Not that their parents were alive and are now dead. The character just doesn't
have any. Period. They spontaneously manifested, or something. I dunno! The GM
is reality, as we were so recently reminded.