What is the basic role of a player in a fairly traditional but at least moderately story-oriented RPG? To (i) declare actions for one particular character in the setting, who will almost certainly occupy some sort of protagonistic role in the shared fiction, and thereby (ii) realise some sort of conception of said character as well as (iii) finding out what happens to him/her.
A GM who plays the setting in such a way as to defeat a player's approach to (ii) is actively thwarting the players' fulfillment of his/her role. That's the sort of GMing that would cause me to actually leave a game.
If a player's approach to (ii) is a problem for the rest of the group, the solution isn't to stop the player fulfilling that part of his/her role by having the GM take it over. That's bonkers! You don't solve one sort of dysfunction by introducing a different sort of dysfunction. The solution to a social problem of this sort is to talk it out. (In practice, I've tended to find that these things resolve themselves without the need for much explicit talking about it because ordinary social cues do the job of letting people know when they're starting to make things less fun for others.)
A GM who plays the setting in such a way as to defeat a player's approach to (ii) is actively thwarting the players' fulfillment of his/her role. That's the sort of GMing that would cause me to actually leave a game.
If a player's approach to (ii) is a problem for the rest of the group, the solution isn't to stop the player fulfilling that part of his/her role by having the GM take it over. That's bonkers! You don't solve one sort of dysfunction by introducing a different sort of dysfunction. The solution to a social problem of this sort is to talk it out. (In practice, I've tended to find that these things resolve themselves without the need for much explicit talking about it because ordinary social cues do the job of letting people know when they're starting to make things less fun for others.)