Well, for the record, I disagree with anyone claiming that every single part of the entire world must be fleshed out in detail prior to play starting. I haven't seen anyone claiming that and, given that no one has a gameworld with millions of independently statted NPCs, updated daily for worldwide births and deaths, I doubt anyone is actually doing that. I would go so far as to suggest that if you took that to be the claim, maybe the post that gave that impression is worth a second read for a less extreme interpretation?
If someone did make that claim at some point in the thread, they don't seem to be still arguing it, so maybe drop that tangent?
But the point--very very specifically, made repeatedly in this thread--is that the world is
never created "in response to" the PCs. The specific terms used for this have been "objectivity", "independence"/"independent" (from the PCs and from player preferences), and "extrapolation".
I find none of these terms actually capture much of anything. The objectivity, as I've said, has a far greater focus on preserving a feeling or appearance of objectivity, rather than the actual state thereof--which is perfectly fine, but it means that that "objectivity" is actually a specific form of
subjectivity, dependent on the needs and tastes of the players, which has been repeatedly rejected as an unacceptable technique. The "independence" from the players immediately falls apart the moment you start doing things like asking to what degree things get prepared--the prep is, almost exclusively, radiating outward from those places the PCs are at least somewhat likely to go, people the PCs are at least somewhat likely to interact with, and the further away from plausible/expected PC attention, the less prep is done...which is
exactly like the approaches used in games being rejected for failing to meet this standard. And then the extrapolation, which fills in the gaps and permits flexible, dynamic response, literally IS what systems like Dungeon World and Burning Wheel are driven by--using our own good sense and reasonable chains of thought, selecting possibilities that are biased toward being interesting in some way (because, as said at length above, a game that preserved anything even remotely like the ratio of interesting:uninteresting situations IRL would be almost entirely suffused with empty, uninteresting stuff!)
In other words, these terms when analyzed closely
don't point out any differences!