Uh, no again:
Apart for one joinable faction being involved in the MQ, in all other Bethesda games none of the other joinable factions had any real effect on the outcome of the MQ.
There never has been any way to resolve the MQ peacefully in Bethesda's previous games. You could only join one side, the supposed good side, in the MQ.
And neither did all their previous games allow you to join all factions.
F:NV (which weren't Beth's quests) did not have you become leader of all the factions even if it did have a peaceful resolution to the MQ.
So, no. Just no.
(OT: You do realise that TES games have had many more factions then the ones you listed. Yes?)
The four sides in FO4 (Railroad, BoS, Minutemen, and Institute) offer somewhat different paths in resolving the MQ. The whole reason for the MQ is the conflict in the Commonwealth due to the conflicting interests between those sides. (And somewhere in between there, rescuing a son.) There is no pre-determined antagonist here that needs to be destroyed. That choice is left up to the player. You, the player, decide who is the antagonist.
Again, I see this as an improvement to previous Bethesda titles. Where you never got to choose who was the antagonist. Want to take the side of House Dagoth, the Enclave or any of the others? Impossible.
Also, you use words such as regime, power, control, or be swept aside, etc, and expect people not to fight that? It would seem to me that you don't want a peaceful solution. You want to become the antagonist yourself.