You are being interrogated about it because the game philosophy of Burning Wheel is seemingly very, very different from more traditional games, and leads to results that can seem nonsensical to those who prefer traditional games. No amount of quoting rules and game designers you favor is going to change that in all likelihood.
This notion of
radical difference is one that I don't accept.
I mean, I was stumbling towards the sort of play that BW offers in 1986. My ability to do it was imperfect, in part because the tools I was using (AD&D including the original OA) were imperfect for the job. But I'm not such a genius that I came up with it from nowhere. The idea that RPGing can involve a close focus on the endeavours of a particular character, and what matters to them, has been fairly widespread for a long time. When I started a campaign at my university club which used Rolemaster for a similar sort of play, again I had technique problems - RM is perhaps best suited for, and its rulebooks advocate, "living world" methods, and as I've already posted in this thread those methods brought me unstuck on a couple of key occasions.
But I never had any trouble recruiting players for my game, and the idea that play would, in an important fashion, be about
these characters wasn't confusing to anyone.
And much more recently - just a few years ago -
I ran a session of In A Wicked Age for some kids and their dad. The kids' prior experience was 5e D&D. But they had very little trouble grasping how the game works, and that it was focused on the conflicts between some key characters, including their PCs.
(What was interesting to me - and a shoutout to
@zakael19 here, who I think may not be surprised in the way that I was - was that in all the conflicts, they opted to resolve via negotiation, rather than allowing matters to flow through to the default PC-debuff rules that apply if negotiation is unsuccessful. So I think they would find Burning Wheel a bit more
jarring because it does not have a negotiation "out clause"; bit I don't think they would find BW at all
confusing, once I explained it to them and play got going.)
This idea that anything that departs from either "living world" AD&D-esque RPGing, or more contemporary "let's all just be our characters and talk to one another" RPGing (what
@TwoSix calls
thespianism), is
too weird to understand - "nonsensical" is the word that you've used - is one that I can't really credit.
Most people don't find things
nonsensical just because they're not to their taste, and or not something they're immediately familiar with.