I mean, the OP was about one person's specific view as a GM.
??? This is a very bizarre sentence that I can't reconcile with the original post.
Wow sounds like you have some awesome players. Maybe if you involved them in the world building a little more they'd be more likely to care about something other than the little bit they are allowed to craft.
It's not a question of being "allowed", it's a question of maintaining the mystery and balance needed for crafting together epic stories. It's a question of respecting each other around the table, and putting in place a paradigm of play that looks even slightly like the one D&D has always used.
And if you did allow them some more input, then there'd be less work for the DM to do, and you'd get yourself a little positive feedback loop.
Blah blah blah. Please show me some actual, real design done by players in your campaign, something that is even a small fraction of what the DM is in charge of. Because my experience (and that of all my fellow DMs) is that even awesome, creative players usually focus their creativity on their characters and their stories, in particular because they are respectful not only of the DM and his work, but of the other players as well, and they trust the DM to balance all that. My players manage initiative for me, yes, and in another campaign, I completely manage the crafting, but based on DM's input although I make suggestions, again because the DM knows the balance that he wants. And that is not even 1% of what the DM actually creates for the campaign, stories, maps, histories, intrigues, encounters, whatever.
As for feedback, we actually generate tons, but based on the DM/players roles that we enjoy, which are the traditional ones, fully collaborative to have fun. Sue us.
Your counter is just as one sided. DM has final say is as one sided as player has final say.
The main difference is that, even after a bit of tinkering like D&D did with 3e, the designers came back to "the DM has final say" like in the huge majority of TTRPG (I was just reading a bit more of Runequest a few minutes ago and, unsurprisingly, the exact same rule came up): "Remember that the gamemaster has the final say on the appropriateness of attempting Inspiration and its duration."
There are many reasons for this, and they've been put on the table many times, and these are good, factual reasons based on the general type of games that TTRPG in general and D&D in particular are about. And yes, there are very minor counterexamples of this, for games which are totally on the fringe of the hobby, again because it's not the usual players expectations.
I've said if everyone is on board with whatever the GM puts forth....."okay, this campaign is going to be gnomes only, and you all have to be rogues"....if the players are cool with that, then awesome, there are no problems.
But in a case where one of the players says "You know, I really can't stand playing rogues....any way I could be something different?" maybe the GM can work with the player to make something work.
Why is is about rogues now ? When did we shift to the DM choosing classes for the players ?
That's really all the OP said. Instead of defaulting to "GM gets to say" maybe try and allow something you might normally be against. That's it. Let the player have their fun. Don't place the GM's sense of setting fidelity above the enjoyment of the player. The amount of pushback is pretty crazy, really.
And the amount of insistence on the fact that words like "tyranny" mean nothing really is absolutely astounding as well. As well as insisting on the players' side rather than the DM's side as if there should actually be sides. There should not, and anything put on the table to create sides, and in particular words like tyranny are a bad trend for me.