No, it not. I'm using "handwaving" as in "introducing something you had not previously had set up in the situation on the fly". I do, indeed, consider that handwaving even if there's a mechanic that lets you do it. Some of it on a small scale is unavoidable, but doing it on a larger scale is not something I consider a virtue with a more improvisational GMing style and I've done it myself.
No, it's called "making a Move in accordance with the Principles and Best Practices of the game," and is explicitly held up as a virtue when working towards the overall goals of Daggerheart (collaborate with your players; fill teh world with life, wonder, and danger; when in doubt go for the dramatic thing; never negate character success; etc).
And just to be clear, historical druids were not "nature priests" as far as we know -- and frankly we do not know a lot, especially since the term "druid" got completely bastardized in the New Age era. As far as we know they were judges and lorekeepers across multiple Celtic cultures, and no game that I am.aware of has ever focused on that.
The game I've best seen channel a really good version of "devotee of the Earth Goddess steeped in lore" is Stonetop. The Blessed there does things like enact the seasonal rites; perform wards and bindings to keep away things of evil and ill luck; draw upon their connection to the spirits to borrow power for a time; and other such things. No shapeshifting, but they do have "Heed My Words: When you Persuade by talking sense or warning against foolishness, you have advantage."
Very different game than the standard heroic fantasy adventuring thing though!







