That emphasis, however, makes the various systems suboptimal for the player who wants the sense of a world that could be real, that "exists" with or without their character or their participation. There's a big difference between the GM taking the PCs into account in the details, improvising based on the actions of the players and their PCs, adding meat to the bones as the players move around the world... and the player being an active participant in the creation of the world.
This thing with games advising the GM to get the players to actively create the world as the campaign progresses shows up in a lot of systems now, and it's... greats for some gamers, and detrimental for others.