D&D and DW are very different game with very different goals and limitations. It is comparing apples and oranges. But lets assume for a moment that you added the text I was responded to in the DMG, modified for D&D. You could capture the essence and goals of what's being said in the DMG, and I believe that to a certain point they do. But D&D isn't going to come out and tell you exactly how to run the game because one true way is pretty contrary to their goals. I do think they should be more explicit about the role of the DM and interaction between DM and player for new DMs, which is something they say they are doing for the 2024 edition.
Sure, I'm not suggesting one approach is objectively better than the other. I am a pretty literal, blunt, up front, straight to the point sort of person. So I tend to personally favor the "yup its even embedded in the play loop" thing myself, but I agree that D&D often is conveying similar ideas, and yes you could even be more explicit. I think '5.5e' probably will tend to be more clear and straightforward. 5e is rather far in the direction of being vague for me!
But I also think that while much of the advice given would work for a specific style of DMing, it's certainly not the only style. To me though it just feels like a different focus and you're explicitly telling stories in DW. In D&D I'm not telling a story, I'm setting a stage and the environment and the PCs are engaging with that setting. The PCs should generally succeed, but I don't guarantee it. I'd say they should almost always have options because being put into no win situations is generally no fun, although going down in a blaze of glory can actually mean winning if your sacrifice means something. On the other hand if you jump off a cliff you're going to die in my D&D game if it's tall enough since I don't stop damage increases until you hit terminal velocity.
Well, I mean, story, or at least narrative with some momentum to it, are hopefully coming out of a game like DW, yes. OTOH there's a pretty strong vein of 'interacting with the shared imagined world' there too. The GM is certainly acting a bit like the set director, putting a house here, a tree there, an ornery old grandma over there, etc. I've also always felt that there's a lot more 'story arranging' and 'being a fan of the PCs' in trad/classic gaming than GMs often care to admit. I know I saw it in my games, things really don't work without it. Nor would I characterize, say, Dungeon World as a game where the PCs always win. I've seen a couple parties die gloriously, and a couple die ignominiously by inches as they told themselves they could handle the risk. Torchbearer is better at doing that last type, but you can end up there in DW as well. The GM needs to stick to their guns though, and I would agree that its harder, because you could always argue a bit softer move here or there would have worked. Its a pretty flexible game though for that reason, YOU could be hard as nails and hammer on the resource game (Oh, you are feeling hungry now eat another ration! Your torch is sputtering...). I could largely not make those moves and focus on more of a high fantasy. It can work either way.
I've listened to a few hours of DW streams and eventually I'll go back to read rules but it's just not the game for me. So I don't want to get into long drawn out discussion about DW because instead of explanations there's a tendency to just be told "You're wrong" and it's not worth it. Suffice to say I don't think there is a perfect game or style of game that will be enjoyable for everyone at the table. Oh, and the OP is not following the guidance from the DMG in multiple ways so no additional text is going to change their approach.
Right, I think there are however genuinely uneraseable differences between the two styles, not that one is better than the other. I sometimes hear a lot of talk about how its all really the same, and I don't think those posters are doing the unique features of each game justice.