I don't think so. What's happening is that you are all criticizing the method by attacking the flawed example. If you are not attacking the valid example... the one you call "fixed"... then you're acknowledging that the method works perfectly fine.
Indeed. I think everyone is on board with failforward being an ok technique for the games it is made for. It also has been identified that the version that is not succeed with complication could even be imported into trad play under certain not very limiting conditions. Succeed with complication has been found to not be relevant for trad play as it breaks the social contract of task resolution in those games.
The only thing that lingers is that before we came to these conclusions we were digging into potential failure modes of this technique. This
problem example was by some found to be such a failure mode for living world play. The conflict is that others have denied this example being a failure mode even for living world play. While the example spawning this discussion might be academic, the resulting discussion has actually been quite constructive.
It has helped illuminating some key properties of living world play, and some observations that I think you also would appriciate regarding effective use of the success with consequences result in the context of preventing unnecessary suspension of disbelief moments.
So indeed we are well beyond accepting that the method works fine, and deep into the territory of how to optimize it's use to various non-standard contexts.

The tone might be confrontational, but I actually think we are making nice progress amid all the noise.
Yes of course they can the thing you have in mind. I formulated myself poorly.
Right, this is why people have pointed out it is a different skill set.
If folks were saying "I don't like fail forward because it forces me as a GM to be creative in a more immediate manner" then I would say that you have a point. But I don't think people want to frame it that way because it's an admission of some kind of shortcoming as a GM... so it's far easier to criticize the method about how it can result in absurd outcomes.
The technique is clearly not dismissed outright. Fail with story progressing measures has been accepted as a technique with constraints that actually make it
harder to improvise with it than what is the case if you could just use the first that come to mind. I think you should have a long hard look at the concerns actually being voiced, and the context those concerns are coming from. I really think you would agree that these have at least some merit given the contexts.
But 5e and many similar games give the GM the authority to do that any time they want. So why does your criticism not apply to that game as well?
Yes, so 5ed GMs that has mastered the art of presenting a solid believable organic world experience
despite absolutely no support from the system, might have some insight into what sort of content discipline is required to make such an experience work
