I played D&D since around 1990. I started with AD&D and moved to D&D 3.5 at some point. I read the D&D compendium (D&D 1) and I liked it more than the newer versions. I abhor D&D 4 and never even tried 5.
I played a few other systems like D10, L5R, Call of Cthulhu, Shadowrun (also GM'ed that one), and more. But somehow I keep going back to D&D, even though I don't even like that system (all my friends play it, and it's the only one they all play).
I mostly enjoy character creation and seeing my character do well at their niche. I enjoy games with fights but not too many fights. I think a game should not only be about fighting but still have some tactical depth to it. I enjoy investigation in moderation (same idea as the fighting). I enjoy RP but, even more so, in great moderation. As I see it, RP should only come into play when it's relevant. What I care about the most is personal agency and lack thereof is a game-breaker for me.
When GMing, I don't like to give lengthy pre-made descriptions. My worlds don't come with CR balancing and the players are advised to pick their fights with care. My games usually have a rail-road prolog that opens up to multiple possible "tutorial missions" before opening up completely to an agency-driven open world. My games also tend to pick up resource management aspects (such as managing a dominion) as the players reach bigger and wider stages.
Don't expect me to be heavy on the drama. I much rather think what a character would do rather than how they'll do it. Since characters can be good at things I'm not, don't expect me to bridge the gap. I also don't like to put exact words in their mouths, but I'll still do that as a player if that's the type of game it is.
As a gm, I don't let players spontaneously fill the world as they see fit. You man make suggestions (not during session) but the player's agency is the choices their character makes, not world-building.