Imaro
Legend
Or watching a film. Or being told a story. There are many ways to learn someone's ideas about something they made up.
Again these things are fundamentally different from playing in a traditional style rpg... oir any rpg for that matter
Of coures in RPG it's a series of things that are said to the players by the GM, each triggered by a request (express or implied) that something be said.
This defintion is so broad and non-descriptive as to be useless unless one is purposefully trying to make no distinction between a variety of things and it would at a high level include your own playstyle as well.
I'm sure that many people would say that "I am learning how the sect members behave in Bill's world." Like I can say that, by reading LotR, I learn how elves behave in JRRT's world. But learning how elves behave in JRRT's world' is exactly the same thing as learning what JRRT made up about elves.
We've gone down this road before and this is where the distinction always gets fuzzy. You make a statement like the above... but readily admit you yourself use geography, races, etc. from pre-made campaign settings so again, for at least some parts of your game this also applies to your playstyle.
They clearly have some things in common that neither has in common with (say) changing a washer on a dripping tap. They clearly are different also - for instance, most of what you are calling "traditional" RPGing (I use scare quotes because Traveller is a very old RPG but doesn't tend to exhibit the features you are fastening on as part of the tradition) involves the solving of puzzles, by putting together clues or prompts that are obtained from the GM by performing the right moves to obtain them.
Or it could involve negotiation for the answer... or a rolling of the die for an answer...or a known chance for the answer... and I think even your playstyle requires specific "moves" to attain certain results, right? I mean would you allow a player to make an Athletics role to determine what they know about the Red Duke's parentage?
For instance, in the sect example, to learn where their PCs might find sect members the players the players have to obtain background information about the sect, which they obtain by declaring moves for their PCs which will trigger narration from the GM of the appropriate information - this could be anything from interrogating captives to searchingin libraries to casting Commune spells, depending on how the details of play and of system are interacting with the creative decisions that the GM has made and is making.
Yes they interact with the relevant fiction to attain their goals... is it different in your playstyle?
There is a large amount of evidence that many people enjoy solving puzzles as a pastime (eg newspapers the world over carry crosswords and sudokus in large numbers, but not so much poetry or randomly chosen encyclopedia entries), and I believe that this is what some people enjoy in "traditional" RPGing.
I'm sure some people do...and some enjoy acting in character...and some enjoy combat... and some enjoy exploration...and some, well I think you get the point. Puzzles can be a part of traditional play, but it's not a defining feature or even required for play.