I didn't refer to a "type" of game. I referred to a particular RPG: Apocalypse World.
And? So what? Does that particular game not fall into a type of games? It's a PbtA game.
And I conjectured more than asserted that D&D 5e does not have a way to resolve all declared actions, based on the fact that (i) many 5e players seem to say this, and (ii) many 5e players seem to take different views about what the way is to resolve a wide category of "non core" action declarations, and (iii) the only mooted way for resolving any declared actions - GM decides - is often rejected by 5e players as a mid-description of the game. (Although in this thread, multiple 5e players seem to endorse it.)
If people are rejecting the core concept of the game then perhaps D&D isn't the game for them. Other games have different restrictions and roles, I wouldn't expect every resolution to be handled the same. It's simply false to say that D&D doesn't have a resolution system, you just don't like it. Which is fine, from what I've seen of PbtA based games I don't like their system. There is no one true way and people should play games that work for them.
Besides, I rarely if ever see these complaints outside of this forum. I may not care for a specific DM and how they run their game, but that's different.
I don't think I've written that DL-ish/AP-ish module play isn't GM decides: generally, it's a special case of GM decides based on "secret notes".
If the GM can, on the basis of secret notes, have the befriended NPC nevertheless betray the PCs, then the system is 100% GM decides in my view. This comes out in your framing: the players have to declare more actions to detect that something is "off", to gain info about the kidnapped children, etc. As opposed to (just as one example) the successful befriending by the PCs meaning that the NPC shares with them his fears for his children (just as one might with friends).
I don't want my character to have complete control over the world. I don't want complete transparency. If Bob the Baker is really Mad Billy the Butcher I want to be surprised by that. Bonus points if there were little hints along the way. Super-duper bonus points if one person in the party had figured it out but the rest of the group disagreed with them.
Just like when watching a movie or reading a book, sometimes an unexpected betrayal will add greatly to the story.
What follows from dice rolls? And what rules/constraints govern the GM's decision-making?
If the GM is free to disregard successful checks - as in the NPC betrayal example - then the dice rolls aren't actually moving the procedure away from GM decides. They're just a gloss or twist on it.
If I ask or allow a roll when I know the answer it's because I'm maintaining an illusion, keeping the player just as uninformed as the player.