Good for you. You've rejected a large swathe of modern players.
Ah. So you recognize that it's scary, and since this is a thread about safety tools...about tools to empower players to reject things that are scary in the name of their personal feelings and safety...what are you on about again?
As has been said anyone who had with issues with idea of lack of control because it caused emotional trauma would be protected. These things would just be removed from the game. I would expect that to be an issue for anyone in the game to suffer that though. Not that they were cool with it, just not when it happened to them.
If I was concerned because of well-being, not to include domination, paralysation, fear effects, madness, charm or loss of bodily autonomy... then I would not be running a horror campaign. I’d even be concerned whether standard heroic D&D would be appropriate given the prevalence of these effects.
Surely people play in a horror setting to get a thrill of fear or tension though. Otherwise why bother. Once you take out vampires, mummies, werewolves, ghosts, mind flayers, surgical tables with restraints and glinting instruments what is the point?
I find it fascinating that people equivocate what are to me obviously inappropriate elements (sexual assault, trans/homophobic insults, child abuse, real world terminal diseases) with typical game elements like fear, charm, paralysation, spiders (and amazingly clowns).
Am I the only one who sees a clear order of magnitude between the former and the latter. Only to be crossed with the explicit permission of the group and with great care if needed at all.