That's one way of doing it but it's a fairly uncommon one as far as I've seen. Most worlds are not built for a specific campaign or even for a specific group of players. Either it's a DM's homebrew or a published setting like FR or Eberron.
And my experience is
precisely the opposite. Either the campaign is using something not created by anyone in the group in the first place, so we're all operating under limits players will already know because they can just read the material; or the campaign is bespoke for
this specific thing, and thus it can and will be adjusted.
Worlds invented by a single GM which are intended to only be used by that GM's groups, and which every group must be beholden to, are rare. Mostly because that requires a single GM with a many-year-long, generally multi-decade-long semi-stable group that wants to do the same sorts of things repeatedly, given...it's the same world with the same concepts and contents.
The simple truth is that most groups are not multi-decade arrangements, and most players look for something fresh when they're aiming to join a new game. Do I have objective data proving this, no, it would be pointless to ask because you know I don't and I know
you don't either. But I don't think it requires much more than straightforward logic to conclude that groups which fall apart sooner rather than later are more common than the reverse; that groups which decide to do
different things rather than sticking to the same thing will outnumber the reverse, since there are so many ways to change, and only one way to stay the same; and that players who are not currently involved in a game, but want to be, are much more likely to join a fresh group than to join a long-term otherwise stable group that needs new players.