This is why, in talking about Burning Wheel, I've been focusing on the most important rules of the game: the statements of role and responsibilities for players (build PCs, which include priorities determined by the player; and declare actions for those PCs when they confront the problems that the GM presents) and for the GM (frame scenes that speak to the players' priorities for their PCs; and make sure the dice are rolled when a player's declared action in response to such a scene addresses something at stake given that PC's player-determined priorities); and the principles that govern action declaration and resolution (intent and task, let it ride, no test-mongering, etc).
To me it is obvious that these are different principles from those set out in (say) the D&D Basic rules, or any version of AD&D, or CoC, or Gumshoe, or even a game much closer in spirit to BW, like Prince Valiant.
That's one reason why I've been a bit surprised that the posts asking questions about BW haven't asked about what effect following these principles has on the play of a RPG, but rather seem to have focused on rather subordinate matters like how gear lists interact with action resolution.