Yeah, there's definitely no 'telling a story' in DW, story is emergent, for sure. At most the GM thinks "Well, I need to make a move here. I know, the PCs let that bandit get the slip and they never followed up on that. He's going to come back and kidnap Gramps!" Maybe now I need to know where Gramps actually lives, because it wasn't determined earlier so I ask "Hey, Graaahhh Foecrusher, where does Gramps live?"
I just see this as one person creating a menu of options that doesn't particularly address the other participants. DW will START with character creation, before there is any conception of setting at all (though honestly a lot of times people have already decided to play a game of sort X, Y, or Z and perhaps even where it is set). Still, everything is built outwards from the PCs. A PC comes with a few pieces that are going to tell us what we could do with them, bonds, alignment, race, playbook, and then we'll start with asking some questions to construct enough backstory to get started. The GM might ask the fighter "who gave you your signature weapon?" etc. She might even ask a player to describe what the PCs are doing right now. That sort of thing. An opening scene can then be played through, and possibly on into the beginnings of whatever adventure that suggests.
The GM is certainly allowed to have ideas, even 'stuff' that they're interested in using. Ideas ideally should be run by the players, or a hook given that they can decide to act on or not. After the first session the GM is going to do some work on fronts, maybe sketch out a map or two, etc. Personally I don't normally create a campaign front (a major campaign-wide theme) right off. Its better to create couple adventure fronts that set up the things the PCs seem interested in and give them some life. Maybe one is whatever they were heading towards, another could be a possible distraction, or something that another character will especially engage with. Soon the PCs will need R&R, and at that point a Steading can be created (town, village, etc.).
I think that your approach is very much what Gygax and Arneson were doing. I think it comes straight out of wargaming/Free Kriegsspiel. Those are essentially systems where everything is pregenerated, and the scenarios are flat out a test of player skill, or in the FK case a literal realistic training exercise. But I don't think that original formula really accounts for 'open world' play! In the early days, if a PC left "Castle Blackmoor" and went elsewhere, there simply wasn't any provision for that at all. Its not just that the GM had to work it out, its that there isn't any provision for it at all. The game doesn't even really have quantifiable measures of play (loot and XP) nor fixed sorts of hazards and things that the GM can judge the nature of unequivocally. Now, obviously modern D&Ds have added skills and whatnot to help with that.