Here's another way to look at it:
When is a conflict resolved? When the situation in which it arises is changed irrevocably. What do we call an irrevocable change in the situation, in AW? That's a hard move. So what the play procedure of AW is designed to do is to produce rising action - more GM soft moves, introducing more tension and more complication - until the situation changes irrevocably: either the player succeeds on a player-side move and makes an irrevocable change (someone agrees to do what the PC wants, or is removed by threat or force from the PC's way, or the PC gets out of the difficult situation); or the GM is authorised to make a hard move, and declares an irrevocable change in the situation.
The GM has authority over the pacing of this, by choosing what soft moves to make, and the ways in which they step up the pressure in the situation. The player has authority over it, too, by choosing what to say when the GM asks 'What do you do?", which includes choosing whether to declare an action that will enliven a player-side move and thus create the possibility of resolution one way or another.
If the player - as in my warehouse example, and my peaches example - chooses not to make a player-side move, that is not "improper" or degenerate in any fashion. It is, among other things, a choice to prolong the rising action. When the GM responds with (say) "A guard comes up to you to ask you your business" that's not "illegitimate" either (contra
@Lanefan). That is the GM doing their job, of stepping up the pressure in the situation.
The mark of a good PbtA game - and AW is a good PbtA game - is that the elements of the playbooks, the way the first session works, the outlines for fronts and threats, and the design of the player-side moves, all combine to mean that sooner or later a player
will make a player-side move and hence
will initiate the process of resolving the conflict. This is why, when Vincent Baker says "there are no status quos in Apocalypse World" (pp 112, 114, 125, 228) he is not giving an instruction to the GM (or the players) - rather, he is observing what will happen if the game is played as the rulebook actually sets it out.