In pretty much every RPG and beyond you want to treat everyone fairly. Everyone has to follow the same rules, the same judgements should apply to all the players and their characters and the GM should be impartial under normal circumstances. But what if there was a character class where that meta assumption shouldn't apply, as a feature?
Exalted is a game about playing capital H Heroes like Gilgamesh, Hercules, Sun Wukong, etc. There are many types of Exalted out there, from the peak human Solars that can punch through mountains, through elemental scion Dragonblooded that combine Avatar elemental bending with Romance of the Three Kingdoms, down to some out there concepts like golem Alchemicals that fight for communism and keeping their mechanical world alive.
Amongst all of them, we find Sidereals, the troubleshooters of Fate. They aren't very strong, their numbers are pitiful, and they have the most thankless job in the whole world - cleaning up everyone's messes and making sure the reality doesn't break down so there can be a next day. But they have one important trick up their sleeve to level the playing field - they cheat.
When they needed to disappear from history in order to be able to manipulate the entire world in order to save it, they broke an entire constellation to erase the memory of themselves from existance. When their power set wasn't enough to defeat their enemies, they developed magic kung fu powerful enough to kick people out of reality. When they couldn't overthrow the tyrants of the world, they turned their allies against them.
So I would posit the same ought to apply to how a GM would handle them in a game. This isn't to say they should have a carte blanche permission to fudge their dice or cheat at the actual game, but that the way you interpret the rules for them should be more leniant towards being bent in their direction.
This kind of approach is especially important when you take an important part of Sidereals' design into consideration - their power set is fixed and intentionally broken. The peak human Solar might have a Charm that lets them convince a crowd that they are speaking the truth and everyone will believe them through the sheer power of their charisma. Sidereals, since they broke one of the constellations that housed some of their power, don't have a Charm like that. Instead, they can only convince people that the truth they are saying is a lie. You never get a straightforward solution to a problem out of them.
Similarly, because their Charm set is fixed, they can't invent new powers. A Solar could decide that they want to be the best wingsuit glider out there and they can make new Charms around wingsuit gliders to help them assault some air temple, a Sidereal must rely only on the printed Charms in the book. So they would have to make do with being able to turn a mortal into a dragon and using them as a mount to try sneaking into an air temple.
Their sacred task of resolving troubles of destiny also encourages them to cheat their way through their jobs. Maybe a king of some land should've died but due to the snag in the Loom of Fate they survived a battle and now the Sidereal needs to ensure the king dies. But when they get to the place and realize the king is a little boy they might feel guilty about drowning them in a pond. So instead they can get them to abdicate their throne to their evil uncle who promptly gets an arrow to the head just after their coronation and everything is back as it should be.
So by the dint of the game encouraging the Sidereal characters to cheat, it wouldn't be an invalid approach for the GM to allow the characters to cheat within the system as well. A Solar having a Charm that lets them move instantly to anywhere they see could be stopped by the GM when they try to squeeze in through a crack in a mountain cave since they can't fit, while a Sidereal with the same Charm would be allowed to do it since obviously they could cloak themselves from reality for a split second and be at the destination they can see since that is the text of the Charm.
And it's not like other Exalted types don't have some game-breaking powers of their own. In an even fight a Solar will beat a Sidereal nine times out of ten since they get to throw raw numbers at anything they do. This isn't Munchkin where the players must pull a fast one over one another, it's more like Dune or Cosmic Encounter board games where everyone has some kind of powers that makes everyone go "Wait, you can do WHAT?". It would be an interesting and under-explored design space though to have character powers that come from being handled differently at the adjudication part of the game.