As
@pemerton mentions in response to you, in Forge terms, Neotrad is definitely High Concept Simulationism (HCS). However, the novel feature of Neotrad (as it pertains to HCS) is that ubiquitous Player Fiat or even Player-side Railroading or Quid Pro Quo between players and GM.
Last thought on the matter, the interesting thing about D&D 4e and one of the primary reasons it got so much hate (and love from me!) is because it elegantly toggles between Neotrad and (along with Blades in the Dark, Torchbearer, and certain PBtA games where the GM is aggressive and knows where/how to apply pressure; like DW) a Story Now + Gamism hybrid (that delivers on both). The dial is trivially:
* If you want Story Now + Gamism, then up the Encounter Budgets and difficulty in battlefield arrays/rosters and hard choices in terms of nested Skill Challenges for combats. If you want Neotrad, do the inverse.
* If you want Story Now + Gamism, while still following Fail Forward's constraints, when players suffer Skill Challenge micro-failures or macro-failures, "make as hard a move as you like (to borrow Vincent's AW language)" should tilt toward punishing/hard choices. If you want Neotrad, do the inverse.
The first approach generates dynamic evolution of character, story, setting, follow-on conflicts. The latter approach ensures that player preconception of character and attendant arc "stays online."