I don't disagree. One of my annoyances with the BitD community is the amount of fans who tell new players - particularly those coming from D&D5e - that they need to "unlearn bad habits". Habits and techniques picked up from playing D&D may not necessarily be conducive to running/playing BitD, but that doesn't necessarily make them bad.
To be fair, the book itself points out a set of "GM Bad Habits" to watch out for that while not explicitly so, are more or less "hey, you may be used to doing the following things in other games, dont do them here." Some of those are bad habits for all games arguably!
You can also have the situation where the scope of the mechanics is such that how something is likely to be resolved is usually pretty clear going into it; though not a big fan, most PbtA games are like this (I find them overly schematic for my tastes, but you shouldn't see a lot of out-of-context mechanical application in the ones I've looked over. At most a player may expect one Move when the GM seems to think its clearly another one).
Right, there's implicit limits on the GM in a lot of these systems based on who gets "say." Eg: In Blades in the Dark, the GM cannot call for a specific action roll to be used, they state the fictional position and their gauge of effect from the player's stated action to use as the jumping off point for mechanics. Players are likewise admonished to "not be a weasel" and pick an action which matches the fictional movement they're doing. In a PBTA, generally "to do it, do it" in that if a player says their character is "squaring up to Drogan, getting up all in his space and asking 'so whatcha gonna do about it?'" they're doing the move of go aggro on someone and the GM should confirm that just to make sure the fiction is clear but it's the player doing the thing fictionally that has the mechanical trigger.
There's some exceptions ("Check moves," resistance rolls, etc), but these player-facing mechanics with delimited outcomes based on roll limit the GM's management of play as well as binding their response (eg: if the stakes are an outcome and they roll a full success, they get the outcome).