I'll agree your example is painful, and not extraordinary, either. But, what I consider a meaningful choice in a game varies greatly depending on the game. What I will gladly accept as a limit on my choice in D&D I would absolutely walk out on a Blades game if the GM tried to do the same thing. Same with some D&D games -- if the GM wants a game I don't, it's a bad fit, but that mostly means we're disagreeing on where I have meaningful choices.
A player may only really engage with combat challenges, for instance, and only want a fun story to link these together. For this play, the meaningful choices are combat tactics and build choices (for D&D). Restricting or handwaving these will strike this player as badwrong. But the GM can put as heavy a boot on the plot as they want and this player is more than happy. Alternatively, you could have the reverse priorities in a player, and that player will complain about a railroad. But this is fine, preferable even, for the first player, so, then, is it a railroad there or a linear adventure?