Moreover, 'direct narrative influence' was never part of what defines Narrative RPGs in the first place, and is completely absent from the original game as thesis by Ron Edwards, Sorcerer. Of course these definitions change, but that may also mean many of the things you mentioned fit under that definition.
Yeah, but I think at this point invoking Edwards is kind of like invoking Gygax on D&D design. Yes, he was influential in the past, but his view is now out of date. We've learned a great deal since his time.
Fair enough. I tend to conflate "narrative" and "disassociated" mechanics in my head.
I understand the conflation, because there was a time when a lot of disassociated mechanics were used for narrative purposes. But really, "narrative" and "disassociated" (or "adiegetic" for those who prefer that term) are orthogonal. One is about the agenda served by the mechanic, the other is about the form the mechanic takes.
And, while as phrased, bennies look dissociated or adiegetic, all we need to do is call it "willpower", "grit", or "spoons", and suddenly it is the character taking a deep breath, focusing, and finding the strength in themselves that yields better results, and it becomes a thing that happens directly in the fiction, and even sort of simulates things real-world people can sometimes do.