I guess my thought is that this pretty much describes AW. There are a tiny number of exceptions (Battlebabe's Visions of Death; Savvyhead's Bonefeel and maybe Oftener Right). On separation of church and state, AW says (p 109):
Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does except the players’ characters.
And AW doesn't abstract resources any more than D&D does.
That's not to assert that AW is a simulationist RPG. Only that the sorts of things that are often pointed to as markers of simulationist RPGing don't seem to do a very good job in that respect! To explain how AW differs from the game you old-school friends run, we need to talk about the particular GMing techniques involved, including approaches to prep, to framing and to action resolution.