Well, you were saying that fail-forward didn't make sense because it kept players from doing things like listening at doors. My point is, they still can. And I don't see how this "proposes a play pattern...is to first anticipate all the fiction the DM might establish" any more than trad gaming does. I'm pretty sure lots of DMs had "silent guards" and similar things, either to mix it up, because it was logical (the PCs are breaking in when the guards are off-duty and asleep), or to actively thwart players who rely on the same actions all the time. The idea that the players have to walk slowly down a dungeon passageway, tapping every stone with an 11-foot pole and opening chests from a distance and from behind,
does come from D&D, after all.
But let's say, in a fail forward game, the PCs listen at the door and detects the guards. They decide to be
really stealthy while picking the lock. I don't own DW, so I'll use a
wiki and the
SRD for the info. A Thief has the "Tricks of the Trade" move which lets them pick locks. The GM can give them a -1 penalty, maybe even -2, I dunno, on the roll because they're trying to be stealthy when the guards are
right there. On a 6 or lower, the GM gets to make a hard move and the player marks 1 XP. Whatever the GM's move is, the goal isn't to stymie the players; it's to keep them moving. This likely means that the guards are alerted, but there's other options as well.
If the PCs listen at the door, detect the guards, and decide to find another way through, no rolls are needed, just like no rolls would be needed in D&D. The game is still moving.
But the GM isn't going to be creating "'safe' techniques" because that's not how you play a fail-forward game.