This is one of those areas where we need to be mindful of the not pulling isolated text out of the context of the game. Apocalypse World is a game where the GM is providing active adversity pretty much every moment of play. They are not neutral arbiters of setting - they are actively messing with the player characters in order to see if the community can hold together and discover who the characters are when pressure is applied. It's also a game where characters are defined by their relationship to things, places and people within the community.
- The Saavyhead and his workshop
- The Angel and their medical supplies / infirmary
- The driver and their car
- The Maestro'D and their place of business
- The Hocus and their cult.
- The Gunlugger and their Big F' Off Gun
- The Chopper and their gang
It's saying that given that the game is about finding about the characters the most interesting sorts of adversity are going to be those that make these character defining things relevent rather than taking it away given that this is a game where you defined mostly by your connections rather than what you can do.
Trying to pull out these bits of text and apply it to games where characters are adventurers mostly defined by capabilities where the GM is expected to be a neutral arbiter is silly.
It's important to remember this text is addressing a game that actively encourages the GM to do the sorts of things that would violate social norms at most trad tables so it's important to remind them that make as hard a move as you like usually should not include make as hard a move as you can think of. In a well-run D&D game your stuff being in jeopardy is likely a result of decisions you have made while exploring the setting. In Apocalypse World it's the result of a GM having the setting act upon you..
Game specific context also matters. Monsterhearts for example does not have the same sort of prescription on characters' belongings because they are not character defining in Monsterhearts.