Well, the game is quite clear about keeping a metachannel open and using the mechanics and procedure of the game, before returning to the fictional perspective. So whatever you want to call that, it’s not hiding that you should use the rules of the game to push the outcomes and story your table wants together (see: the discussion of how different consequences can play out depending on how the table desires).
Yes, it is clear, so I do not understand why some people wanted to deny it so much.
But this is also the thing that makes the game not so great for immersionist first person perspective, as it sort of expects you to often assume more of a third person author perspective. Which again is not bad thing, just a matter of taste whether you like it or not, but again something certain people keep denying. I don't know why.
Now advocating for my character's interests and advocating for most interesting story are different things, and these certainly are things that can come into conflict in most RPGs, but I think games who ask to inhabit the author stance more actively are more prone to it.
And I think most of the mechanics in Blades are structured from the perspective that the players are advocating for their character's interests, and achieving them is desirable. There are mechanics for avoiding "bad stuff" and by spending XP you can get more of such features and other features that just makes your character better at achieving their goals etc. But then it also says not to care about the character success and forge the best story. So I think there is a bit of tension between the rules and the intended style of play.
And I am sure people again will get defensive and mad at me for slandering their favourite game or something, but I hope that even if you would disagree with me about how well Blades is designed, you would see my point about the tension between the crafting the best story and advocating for the interests of the character, and how it is an interesting design challenge for the rules to support both.