That's just it - the way this is being presented, it sounds very much like the GM not only won't reward you for smart play but by the rules of the game, can't.
Presented
by whom?
Further, by your logic, the exact same thing happens in D&D. You can't ever meaningfully eliminate the chance of missing on attacks, hence, you're never rewarded for clever approaches in combat. You can't ever do more than a tiny shift (usually about a 10 percentage point shift--meaning if you'd fail 2/5ths of the time before, WOWZERS BATMAN, you now fail a bit less than 1/3 of the time!) In fact, I'm almost certain
you specifically were one of the people who railed at Fail Forward because it would mean perfectly winning the game all the time forever.
Now you're saying it's unacceptable because it
doesn't let you perfectly win the game all the time forever?
Dungeon World play is a conversation. If the conversation reveals that a roll shouldn't happen,
a roll won't happen. E.g. if the player were to (say) do a bunch of preparation that included bribing the locksmith to give her a master key for the locks, well, no lock picking will happen. Likewise, if they took a risk and paid off the staff of the house they intend to rob to leave a door or window unbolted, boom, no roll needed
at that point, because they already took some kind of risk elsewhere. Or if she visited previously while pretending to be a collector of fine china (recall Holmes trained Watson to do this on his behalf!), she could examine locks in a free moment, which would provide a bonus when she uses that knowledge later.
You can't cut out the risk. There will always be risk something doesn't go quite according to plan.
Maybe the issue is not quite knowing how the roll
works? DW is a 2d6+mod system. If the total result, counting all modifiers, is 6-, you fail. This is universal.
All rolls (excluding damage, of course--so all rolls
about success) fail if the total is 6 or less.
All rolls (same caveats) that total up at 7-9 are a partial success.
All rolls that total up 10+ are full success. That means getting even a single +1 has a dramatic effect, much more significant even than a +2 or +3 in D&D, since the difficulty is nonlinear. Going from +0 (most common result is complication, failure is
much more likely than outright success) to +3 (
success is the most common result, and now outnumbers
both failure AND complication) is a huge deal. And if you were somehow to get more than +4 to a roll, outright failure is genuinely off the table.
So, frankly, your argument here is ridiculous. No. Preparation does matter. A lot. But that preparation will almost always be, itself, a roll where you took a risk on some
other thing or things, or where someone else took a risk to help you. Sometimes, preparation might obviate the need for a roll at all. Sometimes, it formally does give you a bonus (e.g. Discern Realities gives +1 forward--that is, +1 to your next roll--"when acting on the answers", meaning, when you first take an action which acts upon what you learned).
If you can give me even a single example where someone said preparation cannot matter and will never be rewarded, I'll grant your claims. Until then, this is the equivalent of someone saying that because preparation cannot eliminate the possibility of failing when rolling a d20 in D&D, then preparation is worthless and GMs rewarding player choices is impossible.