Not sure you entirely embraced the ruleset, then. Players should absolutely be changing the fiction in FATE -- create an advantage, for instance, is a clear invitation for the player to introduce new fiction that changes the situation. If this isn't happening, you're not engaged with the full ruleset. Which is entirely possible -- I've heard of people playing FATE that refused to ever compel an aspect and who fully prepped a FATE game like a D&D AP adventure. I mean, I guess you can do that if you're ignoring the ruleset and it's assumptions, but that doesn't actually mean FATE is like D&D because that's what you did.