That bolded bit is just hyper technical hair splitting by misusing a dictionary.
When you pull back from that sophistry there is still the huge problem you've been defending while claiming otherwise. What you keep blatantly ignoring in your zeal to shift the entire burden of making characters fit onto the gm and absolve players as a whole of bearing even the slightest speck of responsibility to work with their GM is that what you are pointlessly calling "conversation" is still an example of players showing a complete refusal to engage in collaboration with their gm or a refusal accept that their gm is a human not gifted with mind reading capability
rather than some flavor of an ai training robot.
Despite your claims to the contrary in
1297, this is not a problem rooted in the mere format of it being a forum discussion between two sides with no willingness to compromise and the discussion itself has demonstrated that repeatedly. Time and time again there have been efforts to talk about what the process of players working with the gm, and each time those efforts are crushed by either you reminding everyone of a point nobody is arguing about how players aren't required to join or keep playing a game they don't want to play --OR-- that effort to discuss a process of collaborative working with is blatantly dismissed and some suggestion is made for how deliberately absurd examples like Luke Skywalker Klingons and so on could totally fit settings they are violently in conflict with if only the gm was more flexible and changed the setting to make a deliberately absurd example if only the GM would ignore the absurd result.
Even beyond that there is the problem that this is on some levels a problem that wotc's choices in design marketing and community interaction§ 5e. All of those combined have shifted this from a past minor issue where the gm could reasonably expect a player with a poor approach to collaboration to engage with them on some level other than indignation and outrage after explaining things like how d&d works as a game between one DM and an average 3-5 players to an endemic problem where even trying to explain that gets the gm immediately labeled some kind of toxic control freak as we've seen many times through the thread.
§ ie tell your story, we designed this subclass to frustrate dms, the crushing video game mentality design focus.