What happens on a failure, other than just not succeeding, is an issue I think is incompatible. If a PC tries to remember any significance to the symbol of Odin they just found that has an unusual design, nothing typically happens on a failure in my games. There's a difference between having a consequence of failure such as the PC doesn't remember anything and there being no difference between success and failure. I think even that particular guideline is overblown by some people because it clearly applies to things like walking across the room, but that's a whole other issue.
Why would you even make someone roll for something as trivial as walking across a room or recognizing a widely-used symbol?
I had thought you, of all people, would already grok the idea of "do not roll unless success
and failure would have interesting consequences." If there's literally no possible way failure could add any interesting consequences,
don't bother rolling. Same with success. Walking across a room, no further context, is both, there's no consequences at all that would be
remotely interesting in 99.99% of situations, so just don't roll. The player describes what they do and it happens.
I think the general flow of PbtA games (e.g. soft and hard moves only in response to player moves) is incompatible. By default the scope of player authored fiction is not standard but is an option in D&D. Things like Fronts, as I mentioned before are just a label put on aspects of the game that at least some people utilize.
Ooooor making moves when the players look to you to find out what happens. That doesn't require a player to actually make a move. It requires only that the players expect you to tell them more about whatever is going on.
Things like "Be a fan of the characters" is so nebulous to me that it's borderline meaningless. I want everyone at the table to have fun. I want to give different PCs a chance to shine. How I go about doing that can be pretty disconnected from individual character goals most of the time, if they even really have individual goals.
Honestly, at this point, you may as well just not bring it up anymore, because you keep saying things rhat would be trivially addressed by simply
reading the text. Which you can do, for free, because it is CC-BY 3.0 licensed, meaning anyone can reprint, remix, or repackage any part of Dungeon World, even for profit, so long as they give attribution.
Here is the DW Gazetteer, a freely available web copy of the entire text. Specifically I have linked the "Gamemastering" section since that's what's relevant. I've already quoted significant chunks of it anyway.
The text is, as far as I can tell, pretty clear about what "be a fan of the characters" means. "Cheer their victories and lament their failures." In context, surrounded by other things (like mentions of you being the evil genius masterminding the players' opposition), it is quite clear that this is a reminder that the players are supposed to have fun, and you're supposed to enjoy
seeing them have fun. It's also a reminder to be enthusiastic about the things your players find fun and interesting, and that if you
genuinely cannot do that, you NEED to have a very serious conversation with any player whose interests are total non-starters for you.
Any time you simply cannot bring yourself to fulfill any of the Agendas and/or Principles is a HUGE red flag that something is going wrong and needs to be fixed ASAP.