Reading through this topic it just proves itself exemplary of the exact over-obsessiveness with storytelling in the hobby that I've been observing over the years, with the issues debated here the exact ones that obsessiveness leads to.
Ironically, that issue is just a different kind of railroading. Rather than letting a theme emerge out of play, a player is being dragged into a conflict with their GM over forcing a specific thematic premise, and its wrapped up in, as is tradition, all this waffling over playstyle that really is so besides the point.
Has to be said that games are, ultimately, an interactive medium of storytelling when it comes down to it. If you want to use a game to retell Star Wars in a way that uses the medium at its best, you need to focus on how interactions lead to that story, but then you also need to accept you'll never actually retell it, unless you're okay with railroading.
A while ago I came up with a good example of the difference by pointing at Iron Man. In a movie, to focus more than a token few scenes on how he builds his first suit out of a box of scraps in a cave would be misuse of the medium, not because such scenes are boring (From the Earth to the Moon's Spider episode proves you can make straight up engineering into a super compelling narrative), but because movies are a visual medium, and in Iron Man the film, the story being told doesn't need more than those few scenes to convey Iron Man's effective origin as a hero.
But, games aren't movies, and if we were to play a video game about Iron Man but couldn't engage in some manner with actually building a suit, then its a lost opportunity at best (as presumably we still get actual gameplay wearing the suit), and a tragic misuse of the medium at its worst (where we don't get any suit gameplay beyond cutscenes).
In tabletop, it just seems theres a lot of internalized defeatism at the idea that mechanical gameplay can be both compelling and leveraged to tell a compelling story, or, better yet, allow one to emerge organically through play, rather than trying to inorganically recreate a story told in an entirely different medium, which really, truly, can only be done by removing play from the equation.
Even Improv ultimately has to suffer for this inorganic, non-emergent narrative, which speaks to the problem. Its not impossible to allow for truly emergent, non-railroady, themes to come out of a mechanically driven game (just recognize and design for the Improv Game and integrate mechanics with it properly), but the stories that can be constructed out of what happens are never going to look like or be structured like a Movie, and its a fool's errand to try. You'll either get a pale, boring imitation, or you'll completely misuse the game as a medium to do whatever it is you actually did. (Likely both)
One also has to keep in mind, before certain obvious responses are given, that as RPGs are fundamentally Improv Games, the principle of Yes,And goes three ways. The Players, the GM, and the Rules themselves are all participants and have to Yes,And each other if you don't want the Improv Game to break down (eg, cause railroads and other forms of blocking).
If a game has mechanically made it important as part of its interactions to engage with gear, you should really play something else if thats not the kind of game you wanted to play, or, you could stop trying to force a story and just play the game, on its terms, and let a story emerge from play.
Its a lot more fun for everyone, and you'll spend far less energy arguing on the internet to boot.