I think there is a middle ground in this matter. Players want their decisions to matter, and the DM surely wants to present something that's entertaining.
I've been guilty of a form of the Quantum Ogre myself, but I tend to build encounters that respond to decisions the characters make. If the characters are at a fork in the road and decide to take the right-hand path, I may well cook up (or have prepared) a handful of encounters that will occur along that path - But I try to make sure the party has the choice to avoid, engage, ignore or investigate the encounters as they choose. In this case, I'm including in encounters things that could be a bit of color, a clue, side quest opportunity, hazard, RP encounter or combat. It's basically anything that as a DM I take a moment or more to indicate something of significance happened (as opposed to "you walk three days and reach X").
If the characters take the left-hand path, I'll still make encounters, but they will fit taking that path. In some cases though, I might use some of the same ones from the other path should they fit (say, a thunderstorm rolling into the area). As before the group has the choice what to do when it comes up. The players might not want to engage in some of the encounters I've made, and that's fine - for me they are there to see what the party wants to do, and "NOPE!" is a perfectly acceptable option to try. In other cases, the party's resolution to a given encounter might inspire future events (example: A dragon flies high above the party's head and the group dips into the woods momentarily to avoid being seen. A follow-up might be a few hours later they see the dragon again, returning the way it originally came lugging a load of treasure in its claws and with a few charred arrows sticking out of its hide - and this time, it tries to evade the party...).
Now, if the party decides they want to ditch the road and duck into the woods, again I'll still put together some encounters, but they'll be based on their choice, and will likely be unlike anything they would have run into on one of the two paths. It might also take longer or shorter to arrive at their destination.
What I try to avoid is a case of no matter where they go, they're going to have the same exact encounter(s), rendering their choice of path irrelevant or spring "gotcha" encounters on the party.