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Since the "indie games" movement passed (or became the new normal, depending how you want to look at it), people started to talk about and write games which somewhat consciously wanted to return to that older conception of roleplaying (I'm talking about everything from RPG.net to Apocalypse World to the OSR movement when I say this).
I do find the distinction you're trying to draw between GMless and rotating GM styles worth thinking about. though I'm not sure I see it the same way you do. Would you agree that the Tabletop Fiasco episode is a perfect example of your "GMless style", as you describe it here?
I think we can sometimes pick our story’s shortcomings to death—which I would argue is an unhealthy impulse and ultimately defeatist.
For my part, I can compartmentalize (a) my desire to mine for design takeaways from (b) my appreciation of our awesome stories just fine.