|Darksol the Painbringer|
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I mean, even calling it "Mother May I" to begin with is talking down about the whole concept.
The fact that you're acting like the GM is some strict parent you have to beg and plead to have permission to have fun kind of indicates there's a really toxic and unhealthy mindset about the relationship you have with the GM (or the relationship itself is toxic, hard to tell what's perception and what isn't).
Framing it in that way is fundamentally going to taint your gaming experience before you even start, so it's really no wonder you feel that way.
Nevermind that the whole thought process feels a bit bizarre, because six months ago when we were playing PF1 GMs would freely allow or disallow content based on their own whims and eleven years before that when we were playing 3.5 GMs would freely allow or disallow content based on their own whims.
Nevermind, also, that the game makes it pretty clear that Uncommon options are not supposed to be universally walled off, just not something readily accessible. Just like tons of other stuff in PF adventure paths and 3.5 modules and so on and so forth going all the way back until the very dawn of tabletop RPGs.
You're approaching this whole situation looking to dislike it and looking to be upset. So what you're mostly doing here is fulfilling your own expectations.
The problem becomes what constitutes being able to take the Uncommon options or not. We might have objective requirements, such as "must be a member of X," but it's completely unclear how you get there, or if the GM will even let you get there through storyline or skill checks or whatever. If you're in homebrew territory, or you're running some off-the-wall AP, the ability to take those options goes out the window, even with a permissive GM. It's just not something that players can expect to have happen realistically unless the star aligns and yada yada yada.
In fact, there aren't any published ways for you to acquire those things, which is where the "toxicity" begins. There's no set rules or options that let you claim your class option outside of some specialty story stuff that takes place offscreen, and other players may easily call BS on that stuff too.
I may not like the way the OP worded it, but I am in agreement with his ideal, in that uncommon options can't reasonably be considered in most games unless it's an inevitability or something that outright grants it. And if you sit there and say "Well, OP is just in a toxic environment and can't use that as a reason to deny his plea," then I have one acronym for you: PF2S. A Paizo-organized group play event with interchangeable characters between multiple modules.
What are the odds that all of the hundreds of thousands of characters in there have access to Uncommon or Rare options that weren't granted as a direct result of completing a certain module or spending "tokens" or whatever to gain access to that stuff that other players couldn't? I don't know the exact answer, because I don't play PF2S. (Didn't play PF1S either for the same reasons.) But I'm almost certain that it's a much more appropriate scenario to raise this concern, and it's a concern that a lot of home tables need to consider.