No flips for you!
Heh, I almost posted an example where the Rule 0 explanation for why you must trust the GM breaks completely even with the strongest supporters the moment you point out that Rule 0 means that GMs can usurp control of PC from players -- that's just a rule, after all, that players have PC authority.This.
As a relevant topic related to this, there are (assumed) limits on the DM's authority within D&D. In every group I've played with, it is a big no-no for the DM to usurp player character agency outside of defined effects (typically supernatural or spell) that have rules governing their usage and resistance. The DM is not allowed to dictate what player characters think, feel, or do outside of these special circumstances.