IME, those work pretty well for introducing D&D-ers to other traditional rpgs. (or for introducing newbies to rpgs in general) I haven't found that they work so well for games like Fate or PbtA, where the players have a much higher responsibility WRT to the narrative. Especially true if the GM is in the same boat.
One significant issue is the idea of a "scenario" in the first place. By default, games like Fate and the PbtA games are kind of expecting the players (either through character choices/building or through part of play) to play a much bigger role in creating the setting/scenario. As examples, in D&D, fiction questions like "Is there something here that I can...." or "Do I recognize..." or "Can I..." are "DM, may I?" questions. However, in Fate, a player can Create and Advantage (often with Notice) to discover something useful, or have an aspect Compelled so that those Ninjas are working for his old enemy. Similarly, there are many playbooks for various PbtA games (in particular, I'm thinking of Dungeon World) that either directly inject fiction into the narrative, or require the player to do so "...describe how you know...".
To use your GM-as-chef analogy, traditional rpgs ask the players to sprinkle some salt, pepper, or maybe some salsa on the food. Some of these games are more like asking them to cook with you. A turnkey scenario is like a frozen dinner.