My aim was to engage with the poster's analogy. What I think other posters are saying is that D&D is not a tool that can be operationalized in only one way like say a grout rake (I haven't yet thought of any uses for a grout rake other than raking grout... but who knows really.) The game text by design can be operationalized in many ways.
I'm saying you can put DW rules to work (is "operationalize" really needed?) in all the ways D&D rules can be, unless the work you wish to do is widely held to be bad. I don't mean style stuff. I mean (as I said before) "rocks fall, everyone dies." Running the game in bad faith.
That means that if I say "Isn't that exactly the same as D&D" it might not be. Because the operationalization of the D&D tool or game-as-artifact that I'm picturing and that will be productive of my D&D play or game-as-played might be different from that which they are picturing. Just as one cannot predict that a given use of Photoshop will produce a fauvist artwork. (And equally, just as failure to produce a fauvist artwork on this occasion doesn't make Photoshop a bad tool.)
Would that not mean truly no one can ever talk about gaming? Because no one can ever know if
their D&D is anyone else's D&D, so any useful talk is impossible. Would seem to be a self-defeating claim if so, since it is, of its nature, talking about D&D.
I might have missed that part, but I suspect the whole thing is deeply confounded. Play by which way of grasping and upholding the rules. Reject which rules taking into account how one expects to grasp and uphold those?
One way I think about it is this. Suppose I have an ur-rule that says follow or don't follow other rules according to my principles. And suppose further that I haven't written down my principles and yet I feel like I know what they are. Feeling like one knows what ones principles are is to my observation pretty common, and yet if one asks questions it's quickly obvious that there are a lot of differing principles in play and folk don't clearly know what they are. They're fuzzy, flexible, complexly conditional. And suppose further that my ur-rule (the one bolded) says that what I should understand those other rules to entail also depends on my principles. Thus, overall I should grasp and uphold the rules according to my principles.
Most folk follow an ur-rule like that in their approach to TTRPG. Some game designers write out a list of principles they want to put folk in mind of. D&D doesn't. That directly and unavoidably implies that D&D resists common definition.
So, again: Does this mean we cannot ever talk about D&D, at all, in any way, at any time? Because the fact this forum is here seems to disprove that claim. Instead, we would have to go with something far weaker, like, "D&D is a bundle of things, and not everyone agrees on
everything that is in it, but a majority agrees on
most things in it, and for some specific things, nearly everyone agrees."
E.g., D&D is a cooperative game. Sure, you
can run it for solo play, but we agree the rules were meant for groups. D&D is a roleplaying game. The DM controls the opposition, and needs to use
some kind of "fairness" or the like. The DM has a lot of power, which means they have a burden to use it wisely, or else upset the group.
I could probably go on. It's not like the D&D bundle is some utterly ineffable mystery never to be understood by Mankind.
Dungeon World
does get specific with its Principles (and Agendas, which are at a higher level still than Principles; Agendas are why you play at all, Principles are
how you play, and Moves are the tools you use to do that.) When you tell people these Agendas, Principles, and Moves, and say "no, Dungeon World
does not have a Rule Zero, you are
supposed to follow the rules," they almost immediately react very badly. Often with bold assertions about how such a restrictive approach can't possibly produce good play because no system can be complete etc. etc. etc. Yet when you actually walk people through the process of applying the Agendas, following the Principles, and making Moves, it almost always ends with them saying, "That sounds just like D&D," in whatever phrase makes sense.
Hence why it seems like such a nontroversy. Getting one's feathers ruffled over the
abstract sound of something, when actually
using it is not only unobjectionable, but so familiar it leads to confused questions about how it differs at all.