Adding some thoughts to this:I don't think of Apocalypse World or Dungeon World as scene-driven games. All of D&D combat is "scene-based." 5e D&D play that deploys the Social Interaction mechanics should be scene-based. I think of all of D&D 4e, Cortex+, Mouse Guard, Fate, Dogs in the Vineyard, Strike (!), and (due to many segments of play being scene-based) Blades in the Dark (Action Scenes with Clocks and certain Downtime activities) as scene-driven games. Torchbearer is sort of a tweener, similar to Blades.
Marvel Heroic RP/Cortex+ Heroic is very much a scene-based game, to the extent that the way actions are declared and resolved depends upon whether the game is current in an Action Scene or a Transition Scene.
Burning Wheel tends to be scene-based, although it doesn't quite have the formal mechanical architecture of (say) MHRP or 4e D&D or any version of D&D combat. The scene-based character of the game emerges from the GMing principles and especially the emphasis on, and integration of, "say 'yes' or roll the dice" and "fail forward" (which in BW has its original meaning rather than its more recent meaning of "success with compication").
As you know I've been playing a fair bit of Classic Traveller recently, and it can have an interesting scene-driven aspect even though it's not presented in that way. The "jump" from world to world is something of a scene-break-marker. And there are other aspects of the resolution framework (the way that trading works; the way that Streetwise checks work; etc) that push towards scenes as an element of play. You do have to go beyond what's presented in the rules to get the full scene experience, though - there is very little in the Traveller books (though not quite nothing if one reads it with an eye out) about establishing and resolving stakes.