That isn't how the game's engine is organized
@FrogReaver . You're just looking at the game through the wrong lens.
1) It is an exception-based system (basic moves, playbook moves, custom moves, world moves, threat moves, Working Gigs as a sort of a play loop anchor, gear & resources & harm and crap) with a core conversation (pages 8, 81; Conversation and Always Say).
2) The GM section tells the GMs how to prep, how not to prep, and what to say (including why they're saying it) to be the Master of Ceremonies and lead the Apocalypse World conversation (starting on page 80; The Master of Ceremonies). This doesn't include "wander about in conflict-neutral freeplay." That is the antithesis of what you should be doing as a GM in Apocalypse World. The entirety of the GMing section tells you this flat-out, stresses it repeatedly, and tells you how to do this;
Make Apocalypse World Seem Real, Make Their Lives Not Boring, Barf Forth Apocalyptica, Make Moves, Look Through Crosshairs. In other words,
make everything visceral, dangerous, provocative, personal, in their face, blow crap up (physically, infrastructurally, coalition-wise, emotionally, supernaturally, etc) and then ask "what do you do?"
3) Sometimes you'll ask the players questions in which the answer won't be a move. The answer will be an invitation to help kickstart the next scene or flesh out the primordial ooze of the current scene. Again, no player move. Just core conversation. Sometimes you'll need to know important stuff like "where are you when this is going on" or "do you want to spend x to do y or do you want to do this other thing (that will mean making some kind of move with stakes and danger)?" If the players choose the former its basically opting into the GM move "use up their resources" in order to curtail a possible daisy chain of consequences and fallout when we go to a player-side move. An example of this would be Saturday night's Stonetop game where
@AbdulAlhazred opted to spend a box of Loadout in Stonetop to jury-rig a belay and harness to get five Marshedge citizens out of a terrible predicament rather than trying to move a huge, felled tree over a half-frozen moat or build some kind of primitive bridge from the natural environs.
This is how these games go. The GM does the bolded and italicized stuff in 2 (using their prep and the game's rules), asks questions to help provoke & focus thought and play (sometimes being an invitation for a player to lay some breadcrumbs for the GM to follow), makes a soft move (introduces conflict/threat/danger/strife), asks "what do you do(?)", and off we go. Pretty damn quickly (the exceptions of play have enormous gravity, they're supposed to, so the conversation is captured by them very quickly), the play indexes one of its many, exception-based rules (whether it be a move getting triggered, or some play loop-centered prompt that has to be dealt with, or something has to be marked).
That's it. That's the deal.
EDIT: THINGS A PLAYER MIGHT SAY WHICH DOESN'T TRIGGER A PLAYER-SIDE MOVE:
* "Yeah, I'll spend x resource to avoid y move" (effectively opting into the GM-side move "use up their resources" in order to control the situation from a daisy chain).
* <Answers a GMs question which provides pivotal information for framing the coming scene>
* <Answers a GMs question which fleshes out crucial information for the present scene or perhaps provides some color/texture/motif>
* <Asks the GM a clarifying question about the present scene dynamics>
* <Asks for clarification on how a move's resolution mechanics interacts with the present situation if they aren't sure>
* <Without solicitation, prompts another player to enter/engage with the scene via either meta conversation or just some free play back-and-forth>
* <Asks clarifying questions on what the prospective consequences are for their various "lines of play" in order to orient themselves to their decision-tree>