The games I've found to get past this and remain fun for everyone retain some element of hidden knowledge between players, such as Deadwood [1] where players are cooperative in groups up until a final duel or Hanabi [2] where everyone but you knows your cards and players take turns giving strategic bits of info to get everyone's cards down in the right order.
[1] https://boardgamegeek.com/boardgame/245197/deadwood-1876 [2] https://boardgamegeek.com/boardgame/98778/hanabi
I much prefer the element of chaos and trying to give people clues based on what you think they, based on their individual personality, would do.
Optimizing a game is fun in its own right (my colleague even published a paper with the best known Hanabi strategy: https://doi.org/10.4169/math.mag.88.5.323), but then trying to use that strategy to play the game is immensely dull.
Ages ago I worked in qualitative market research. Which is like a game where the researcher is trying to find the truth. But in focus groups, for all kinds of reasons, some participants dominate the conversation. Answering first and forming a box for other respondents to fit in. And next thing you know the whole group loves blue pants. Even when they don't, because particatjng is not just voicing your opinion but also engaging with dominant-Steve who's trying to be the center of attention and curry favour with the researcher (and Steve ruins the whole FG)
Edit: IDI is InDividual Interview; FG=Focus Group
Many do not want to be led, dont insist on leading others and find the above guy trying to make decisions for everybody killing their enjoyment of the game.
The kind of game OP described does not lead to happy players enjoying to being led. It leads either to them checking out or to a conflict between players. It is not "human condition" just a bad design.
Or ever learn how to lose.