Can you provide an example of a RPG that doesn't satisfy your principles? I can't think of one.I'd like to draw attention to principles 4., 6. and 9. here. So far as I can make out, neosim is agnostic about the forms abstractions take, and leaves open that GM and players may narrate things faithful to setting and not yet authored (including by the abstractions.) Meaning that they might indeed narrate a guard if prompted by an abstraction to "contribute a consequence that matters" just so long as saying so was faithful to setting.
Thus I do not believe we can rule RPGs in or out of neosim on the basis of whether they use simple-fail, fail-forward or any other method of resolution. We can only rule RPGs in (or exclude them) on the basis that
Setting preceded abstraction preceded play; so that setting indeed serves as reference.Abstractions exist only to make the details and dynamics of setting available to play; knowing that this will be incomplete.At every moment of play, players contribute to the fiction only that which is faithful to setting; where "GM is a player."These three might not be sufficient -- they're not intended to replace the manifesto -- but they roughly summarise some recognisable features that ought to be common to neosim RPGs.
I think that the intention of the author of the manifesto is to specify a much more narrow range of games.