Well, the example was invoking a 'Discern Realities' move at a strategic juncture in order to obtain a 'hold' which can be expended later. So 'hold' in DW is a resource you can acquire which you can then spend on a later check to obtain some advantage (actually I think technically, depending on the source of the hold it is pretty generic, it could even act as a plot point, or almost anything, though usually it is used to give out +1 Forward). Anyway, unskilled play would simply be forgoing the opportunity (because it isn't recognized, or simply through a lack of interest I suppose, or maybe 'my character is not that attentive, or something').What player goal is this helping to achieve? What would unskilled play that results in failure look like here?
Assuming there is a goal and a failure state - what player goals does using your resources here prevent you or lower your chances of achieving (later)? You see, I'm really afraid this procedure comes back around to being a somewhat less overt way of having a player choose between competing goals.
Discern Realities itself forces the GM to tell you about the situation and allows you to compel an answer to 1 or 3 questions from a list about what you see. One of the questions you can ask requires that the GM tell what is useful to you, and then gives you a 'hold' to use later to grant +1 Forward when engaging that element. So, assuming you roll well enough, if you are clever (skilled) enough you could invoke a 'what here is useful to me' in such a way that it would give advantage downstream in the narrative (and the GM should go along with this, he's a fan of the characters).