I hear that. 99% of the time, I embrace the cliches, but once in awhile, I like to shake it up. Thankfully, my core group (which just broke up for geographical reasons

) was fine with shaking things up. The only element we ever clashed on was between my best friend and myself in regards to magic. He shared the current dnd view that in a world so steeped in magic, everyone has knowledge of it. Not casting per se, but for example it is common knowledge in his world that if someone dies you find the local priest and have them ressurected. I, on the other hand took a more mythological approach to magic. I preferred magic to be rare and difficult to obtained. This can be seen in the number of magic items we hand out. His games are oozing with magic items. Mine, well, lets just say everyone gets at least 1 magic item. Not a magic weapon per se, but at least 1 magic item. To reconcile these differences we took turns dm'ing. Sorry to hear you got called a bad dm because of your choice to shake it up. That sucks, i'm sure.
Frankly, if that happened to me, i'd be glad the guy left. I don't get to game often enough to have bad player experiences (BPE's). Now, having said all of that, I know how much goes into game prep. I've been playing rpg's for somewhere between 16 to 18 years (sorry, i've lost count) and i've been dm since day 1. If I ever find myself in a game as a player, I try really hard to wrap myself in the dm's universe. I expect the same courtesy in return. So, if I say dwarves are dead in the campaign I am running, then dwarves are dead. But as noted, during pre charatcer planning I would discuss this sort of thing with my players up front. For example I always let my players know, before they generate characters, by default my fantasy worlds are 50% human population and 50% everything else. So if on game day 1 the party shows up and they're a group of demi humans, they can expect a bit of racism from the npc population.