Well we can of course all believe whatever we want. To me, fidelity to a shared, coherent setting is far more important than twisting the universe to make sure an individual's "narrative stakes" are catered to, and I feel that way from either side of the screen.
Now that I think of it, I'm not sure I've ever heard the story of how someone came to love storygames that didn't heavily involve a series of bad GMs in that person's past. It's like the genre's fans are mostly victims of bad actors.
I've never had anyone I'd categorize as a bad GM. I think I've seen... and performed... some bad GMing. But I think a lot of that is because what I'd consider bad GMing now was actually a primary mode of play, supported by actual products and sources of GMing advice.
I think a big part of it is also my tastes have changed, and also the amount of time I can devote to gaming. I used to be a full on world builder where I'd spend a lot of my free time crafting settings and scenarios, which required a lot of work. As I've gotten older, I'm less able to do so, and I also had a couple of instances where what I was doing didn't suit all my players, and there was conflict... and I realized that the amount of effort I put into the game kind of made my argument stronger by default... but that wasn't really fair. Basically, I was annoyed that my level of effort wasn't always appreciated, and I realized that it also wasn't necessary. I had a game kind of fall apart because of this, and it was eye opening. And I don't expect most trad minded folks here would view anything I did as bad GMing... but I think it was problematic.
The amount of work was simply not needed, and all the time I'd spent on it was lost... and I realized that if that was anyone's fault, it was mine. I chose to spend all that time and effort. And so I decided not to do that anymore.
I changed the way I GMed. This was around the time 5e first came out, so I started with that. But before long, I had very similar concerns coming up... and so I looked beyond D&D and other familiar games, and learned about all kinds of games that were doing things in a way that suited me and which still allowed many of the things that I like.
I don't think that my shift in game style had much to do with anyone else's GMing, it was much more about my own.