No, I totally get that they would produce very different experiences, and of course the concept of an adventure path is incompatible with narrativist games. What I take issue with is the idea that what Edwards would apparently call “character exploration” is, by contrast with Narrativism, is not and can’t be, as you say, “centered on interrogating the character -- who they are, what they want, what they're willing to do to get it” that’s like, verbatim what I get out of this (apparently sumulationist) “exploration of character” sort of play.
No one I know will argue that the terms used at the Forge aren't just terrible. They are. So, yes, Edward's choice of words there, while it made sense in the zeitgeist of the Forge and the evolution of the discussion there, is frankly horrible at doing any useful (and often it does the opposite of useful) work to explain the concept. Ce la vie. It's an impediment.
It is certainly true that a scenario designed for “exploration of character” doesn’t care what characters show up to play it. That’s, in my view, a strength because it allows for development of the character through play. You can start out with a blank slate and discover who they are through the choices you make in response to the world, instead of coming to the table with a picture already in mind of who the character is, and trying to faithfully portray them.
…Aaaaaand, in typing that, I’ve realized these play styles have reversed player and GM roles compared to one another. In one the scenario is designed in advance and the characters develop organically in response to it. In the other the characters are designed in advance and the scenario develops organically in response to them.
I think you've made a rather large misunderstanding. Narrativist characters have built in questions that are presented during creation, but they're not at all fully fleshed out. That would defeat the purpose. You actually see fully fleshed characters in non-narrativist play. A D&D character tends to have much more predefined about their character than most narrativist characters do.
My last two characters started this way:
Mister (Blades) -- playbook: slide (conman) heritage Skovlan (fought in the war as part of guerilla team, sold out team for a pardon and some coin), background Military (front/con man for team), Vice: luxury, friend - Martha, prostitute has a relationship, rival - Harker, prisoner, ex-teammate.
Dap (Stonetop) -- playbook: Lightbearer (agent of the sun god), background: Auspicious Birth, born as a solar eclipse ended, Instinct: hope, Deity: Sun god, Helior, worshipped through joyous song, worship neglected prior to Dap, previous Lightbearer was killed by terrible demon and left books of poetry about the worship of Helior, Is fond of the Publican's daughter who has a lovely singing voice, is good friends with and enjoys phisolophical discussion with Gavin (other PC), village midwife dislike Dap
That's it. That's the summation of character for these games. It's thin, mostly hooks and works on building and developing from there. The relationship maps for Mister would be insane, as would be the many developments (he picked up Cold, Reckless, and Vicious as traumas through play). Dap has many fewer sessions so far, but already that thin bit above has blossomed and expanded and deepened. So, no, character is very much not pre-generated at all!
ETA: what I posted for Mister above isn't shortened -- it's everything on his character sheet from the start of the game, verbatim. For Dap, I did do a bit of consolidating, but that's mostly because a lot of this is in a checklist that gets established through play at the table with the other players, so the format is very different. I summarized.