The 5e DMG is pretty light on that kind of advice and so it wouldn't surprise me if most principles/advice from Dungeon World could be incorporated into 5e play without doing anything against the DMG advice.
And you'd be incorrect in some rather surprising ways.
This works, but the idea here is that play creates the filler for the blanks, not the GM thinking what goes there. You have no real way using 5e to fill in these blanks -- this is entirely a GM side thing for 5e, so the GM would be doing this by fiat. This actually perverts the intent of this principle -- that blanks are open for the play procedures, ie player actions, to fill in the spots, not the GM using fiat.
- Address the characters, not the players
This one works, and can be generally good advice.
Again, this one works.
This one is nonsense in the framework of 5e. The GM isn't making moves like they do in DW, and certainly not as DW prompts them, so there really isn't a move that follows to be made. The fact that NPCs and monsters can act independently and have their own agendas they can push into play makes this not work. And this one is a really crucial point for play in DW. It just doesn't translate.
- Never speak the name of your move
This is about presenting clear fiction and not just tossing mechanics. So, there's something there, but this then runs into being not clear in communication because 5e is such a mechanically dense system with so many rules tags and details that are completely missing in DW. Even in DW, things like actual rules tags, like Messy, are supposed to be presented. Rather, this is specific to just presenting what is rather than naming a move. It doesn't translate into 5e very well (the way it would would be to describe the enemy caster casting a spell and then name the spell because that's what you'd be doing here in 5e. Doesn't make much sense.
This works as well, but there's some difference in that in 5e monsters come often by the bucketload and are quickly dispatched. Monsters in DW are big moments of play, so they stand out individually more in play to a great degree compared to 5e. Therefore, this makes sense in DW, but could be a slog to given goblin number 12 in wave 3 a distinct personality and set of quirks.
Same thing as above, but much more manageable in 5e due to the lesser number of NPCs engaged with.
- Ask questions and use the answers
And this one doesn't really work very well in 5e, because you're asking the players for backstory with this and/or asking what situation needs to be framed. 5e doesn't play well like this, again because it lacks the non-combat resolution mechanics that can decisively resolve things without the GM building a backstory web and then directing the play towards a specific question.
Unless you're comfortable with having play go, "a crazed man leaps from the shadows clutching a dagger! Why does he want to kill you?" And then, whatever the answer, that's what's going on, and then doing this often and repeatedly.
- Be a fan of the characters
This one is often misunderstood. Think of this like being a fan of John McClain in Die Hard. As a fan of John, I want to see him get beat up and barely make it, I want to see him run across broken glass, I want to see him barely escape the explosion, etc. I want John McClain's life to be very hard because I want to see how he gets through it. I don't want to see John getting into LA, having an uncomfortable night with his ex-wife at the office party, and then sleeping on the couch for a few days while he awkwardly talks to his kids.
What this means is 1) pour adversity at the PCs and 2) when they earn wins, let them win, and 3) when they lose, hurt them. Being a fan is not a nice thing for the PCs. it's not about going easy.
And, because of this, because 5e play that looks like this gets labeled as antagonistic play by the GM (and rightly so given how play works in 5e)
This one is good.
- Begin and end with the fiction
This one can be
This one doesn't make much sense because it's the default mode for 5e. Mostly this one is to remind you to think about things that could impact play that aren't currently onstage. Given how, in 5e, such things are usually prepped, it doesn't make much sense in that regard.