DW has nothing to do with "creating plots for the players to run through". In fact, the structure of play which I set out in some detail not all that far upthread actively precludes any such thing.
It is D&D that is the quintessential RPG of "plots for the players to run through" - see most module published since DL - and games like AW are a reaction against that sort of RPGing.
As far as your comment about LotR, if it's not on the page then it's not in LotR! More or less by definition I would say, given that LotR is a book.
Just as you can imagine such times occurring to the protagonists of LotR, although JRRT doesn't waste our time on them, so a DW participant can imagine such times occurring to the protagonists in their game, but the table doesn't waste time on them.
As far as your preference for RPGing to be about the players engaging with a pre-established setting - ie declaring actions which prompt the GM to reveal more of that pre-established material - it is noted. The point that came up - I think from @EzekielRaiden and @AbdulAlhazred, and then elaborated by me - is that a different approach will be better suited to avoiding the problem set out in the OP.
You just missed the whole point of the post you responded to. In the real world and in D&D, nothing happens is perfectly legitimate. You're also wrong when it comes to the LOTR. When Gandalf tried to open the doors to the Mines of Moria, nothing happened. Similar things happened in The Hobbit when they were trying to open the secre back entrance. Sometimes nothing happens can be far better than something unrelated to what you were doing happens.
D&D isn't a story based game, a story emerges from the PCs interacting with the world.