Yeah, I mean, from my perspective, its a PbtA-based story now system with D&D genre assumptions, and color. BUT from the perspective of a D&D kitbash person, what DOES make it 'not kitbashed D&D'? Not much! I mean, if we assumed we're starting at a base of, essentially, 2e AD&D, we have the classes, and like late-era 2e each class has a fair number of build options (kits, NWPs, sub-classes, and other late-2e-era gimmicks). Yes, the COMBAT system is pretty much completely different, though it still features checks to test for success, armor, and hit points. Admittedly the fundamental structure of combat doesn't include 'rounds', etc. However, Defy Danger, Spout Lore, and Discern Realities, which probably make up over 50% of all DW moves, are pretty clearly related at a crude mechanical level with subsystems present in D&D (IE ability checks/saves, deciding what you know, and searching/perceiving stuff).
It feels to me like it isn't really a matter of mechanics here. Despite the talk of 'kit bashing' a narrativist solution, any such solution that really WORKED would run afoul of what I consider the fundamental objection, which is the model of allocation of roles in authoring of fiction, or maybe more generally 'source' of fiction.