The game is called Dungeon World 2, not Dungeon World second edition, for what's worth. Like... maybe they need to make it more explicit -- 'Dungeon World Revisited' -- but it's meant less of a replacement and more of an evolution of the state of PbtA fantasy gaming.
Sure, but nothing they've shown so far suggests "revisiting" DW is at all the goal.
Original DW is from another era of gaming, which itself commented upon a much earlier era of gaming. DW needs to evolve if it's going to be part of the conversation... the gritty '70s-early '80s style of fantasy gaming isn't a common experience for anyone over 40.
As
@zakael19 says, that's not what it replicated. You're conflating the framing with the actual design and mechanics.
Without changing much else, you could change the framing, art, etc. and suddenly the game would have a drastically more modern feel. And you could also update the classes to more in-tune with very modern design but you wouldn't really have to do much. I mean, just look at Grimwild - which is extremely modern in all regards, and look at the class design. It's really not that different from DW's design.
But again, that doesn't seem to be the intention - the intention seems very much to be to create an entirely unrelated PtbA fantasy RPG, which just uses the brand name for recognition. This is something actually rarely seen outside of very cynical corporate stuff (though not never), and I'm not surprised they're getting some pushback because of it.
The hobby is filled now with people who came up with the "fantasy superheroes doing action-movie set pieces with a strong focus on thespianism" (awesome description, for real) and I look forward to DW embracing at least some of that.
I'd love an explanation of how current DW wasn't like that/mechanically can't do that, because I've played DW extensively and without changing or modifying any rules, that's how it played out for us. Literally we were coming from 4E which was in many ways more like that description than 5E is (at least innately, given Pg. 42 and so on), and we found DW only made us do more stunt and "real epic fantasy stuff". The rules didn't in any way encourage gritty, 10ft pole dungeon crawling. Indeed they were pretty bad for that!
So I remain very skeptical here, because there's nothing to change but the presentation. I do agree with some critiques of Defy Danger, that's an area which could use a big rework, as could the specifics of some of the other moves, but fundamentally, there's nothing that prevented it being like that already.
I feel like I have to ask, did you ever actually play Dungeon World? I ask because you seem to have a very specific impression of it that's so at odds with how I found it to actually play, from literally the very first time I played it.