Celebrim
Legend
Sounds GM-driven to me. Driving to where the player said they wanted to go isn't the same thing as letting them take the wheel.
I defy you to express a counter-example that is still a game. I mean even if I agreed with you, and I don't, you'll just be proving that there aren't really any nar games. Not even 10 Candles, Fiasco, or Dread is going to meet the standard you just set.
In general, while a player can generate the premise that is going to be tested, they can't introduce everything about the situation because otherwise there is no story and no conflict to be tested. If you have a player that introduces the idea that they are an amateur detective that discovers a murder in their small town, that is one thing. You can then run a story about that conflict. But that that same player creates all the clues and creates all the suspects and decides who the real murderer isn't an exercise in collaborative story telling. Narrative control has to be passed around in some fashion, or its not collaborative storytelling and it's boring for all involved. We wouldn't be "playing to see what happens". We'd just be listening to one guy talk about himself.