This rebuttal interests me, though, because it raises an orthogonal issue that rarely gets mentioned in these sorts of discussions, here (none of it will make sense unless you read some of the linked posts):
[Robbing the players of agency is bad] only if the players are aware of the palette shifting.
So long as nobody ever knows that the ogre so easily could have overcome the party could your predetermination in ignoring the agency of the dice be called into question. Remove the foreknowledge of the possible outcomes and you’ve removed all knowledge of the palette shift… and with removal of that knowledge, the palette shift itself is actually removed because the knowledge is a requirement of the shift by definition.
What robs the game of fun is when the palette shift is known and is in direct opposition to the meaningful choice expectation of the player. Failing that, there is no measure against which to determine how the choice strayed from meaningful to false.
And that is the true fallacy of the Quantum Ogre argument, that it is relativistic and requires player foreknowledge to categorize it as a false choice offering. Eliminate that foreknowledge and there is no Quantum Ogre.
The issue this raises is as follows: unless the DM is really good at acting and has a great poker face, players will often know when he is palette shifting/robbing them of agency/fudging dice/whatever. An RPG is not a Schrodinger's Box, and nor is the GM's head, because the players can observe what is going on indirectly. They are human beings and so is the GM, and human beings can often read each other's thoughts and feelings through body language. This makes the rebuttal of -C's arguments a kind of classic example of a Geek Social Fallacy.
I've been in a lot of sessions of games where I've suspected that the GM is either fudging dice rolls, palette shifting, or otherwise resorting to fiat to "make the game fun", and believe me, on every occasion that I suspected this, it made the game many orders of magnitude less fun than it was before. Suddenly, I didn't feel like a player in a game - I felt like a participant in an interactive story: I felt like the whole thing was a bait-and-switch. I no longer felt like I was master of my own destiny, and instead had become a participant in somebody else's prescribed idea of what my own fun should be.
This is the strongest argument I know of against fudging dice rolls, palette shifting, quantum ogres, and anything of that ilk: if you're going to do it, you'd better either:
a) be of Al Pacino-like stature in terms of your acting, because otherwise the players (if they have a brain in their skull and a rudimentary understanding of human nature) will be onto you and they probably won't like it;
b) have a group of players who don't mind you robbing them of agency - in which case, you may as well just tell them what you're doing and forget rolling dice and giving them choices entirely (at least in the scenarios where you've already decided what's going to happen).
Here endeth today's rant.