Not really. If someone says "I have little to no experience with X" then I can assume some amount of ignorance on their part.
I know next to nothing about GURPS. Want to know what you won't see me doing? Saying what kind of experience GURPS is designed to deliver, or how it compares to other games as such.
But that wouldn’t be an assumption, because the person has said they don’t have much experience. I haven’t done that, and you’ve assumed ignorance because I see various games differently from you.
There's a whole lot more of structured play than just action resolution. Level has nothing to do with action resolution, nor does CR. Nor to rests.
We are not talking about the same things. You’re also being fairly pedantic. I’ll try to start from scratch later, I think, and get out of this loop.
I think maybe these things are so second nature to you that you don't see the structure?
Nope.
Sure. No one is saying D&D lacks flexibility entirely.
You’re not. Others have certainly claimed that D&D only does one thing well, for instance.
I haven't played the One Ring, so I really can't say. I'd be surprised if there was very little that was free form. I would imagine that there's time for free form stuff in any of those phases. However, that's total speculation on my part.
In terms of specific actions, sure. It seems it may be the case we are using most of the relevant words in this discussion differently.
Of course, with Blades there is a similar cycle of play. But after describing the cycle, the author immediately tells you that it's there to help, and not to force things a certain way.
Do you not have a score, that involves a set order of phases, each with its own rules?
Do you not have the adventuring day? Sure, it's not really formalized as such, but that;s the way D&D 5E is structured. An adventuring day of 6-8 encounters, with maybe a short rest or two in there, followed by a long rest. That's the cycle of play. It's not laid out in a easy to absorb graphic, but I'd attribute that more to poor design than to lack of structure.
The adventuring day isn’t a rule. Almost no one I’ve ever seen or listened to or played with uses it, and I’ve seen maybe 6 people ever claim to stick to it online.
And in the actual rules, you can change what a long rest is, IIRC how long each rest takes, and what is regained with each rest. That changes the play loop. If I can’t regain all my spells until I rest for a week in a safe place, that is a different playstyle than if I’ll get several PHB default long rests before we go back to safety, and a different playstyle again from playing in a place that is pretty much safe, and home is down the street.
The only actual structure there is that limited resources usually all return with a long rest, unless the game is using an optional rule that eliminates full recovery rests.
Not at all. You claimed the D&D community is more open to homebrew, houserules, and 3PP. If that's your opinion, hey, cool....go for it. But you claimed that as truth....and that's what's poppycock.

Don’t be ridiculous. Perhaps I should go through every thread in these forums and find every statement you’ve ever made without explicitly saying it’s your opinion?
Then tell me what game says "play this way or else don't play".
Show me where I said any game did, first.
As for my idea of "significant difference" I don't think any examples you've offered yet have been that.
I can’t really respond to that without you giving an example of what you do consider significant.
Sure, you can include all the games based on 5E you want. Again, I'm not saying D&D is not flexible. I said that I don't think it's as flexible as is often claimed, and that I don't think that indie games are as inflexible as often claimed.
First, terms like “focused”, “purpose built”, and “bespoke”, don’t mean the same thing as “inflexible”.
Second, I’ve seen no compelling argument for D&D being “less flexible than people think”, nor any real counters to the points I laid out about D&D being less procedural/prescribed than some of the games it’s being compared to.
PBTA style games’ “moves”, especially on the MC side, are more procedural than D&D’s method of determining consequence (as I’ve said before, this is mostly outside of making attacks, which are very procedural and prescribed).
Yeah, I don't think that's an enormous change.
Completely changing how players see their characters, how often they can do things without severe decrease in efficacy, how players view danger, etc aren’t big changes. Lol okay.
I literally asked you a question. Maybe you don't see a lot of data that may support a different view? Is this your answer?
Are you registered to the Blades in the Dark site? Are you on their Discord? Are you on Itch.io? Are there other game sites you frequent that are not as D&D-centric as EN World?
I said I don't know your experience and then asked you about it.
That is not how you came across.
And no, I’m not going to write my entire gaming history for you. I did as much of that sort of thing as I’m ever willing to in the last tread related to this topic.
Okay, this is likely the best thing we can discuss here.
What's the one specific thing Apocalypse World does?
That was a bad example on my part because I’ve played more of other pbta games than AW itself, but;
Generate a very lethal broken world by player input/choices/playbook for post apocalyptic archetypes to interact with, usually with no planning (I say usually because IME a lot of folks ignore design intent stuff like that) before the first session. A simplification, but I’m not here to write dissertations.