OK, I get it. To me such unmoored dramatic needs seem incredibly shallow and lack any proper emotional weight and of course it would be impossible for me to immerse into a character who doesn't even have rudimentary knowledge of their own past, but to each their own.![]()
I do believe you are missing the point.

My post is an example of how far you can strip things down, not a recommendation to do so, nor even an assertion that people do strip things down that far (hint: many don't). But that isn't the point.

It's also a distillation of the idea that Story Now involves exploring things from and in the present moment. Some authors talk about how they just get an idea for a few characters in a scene and start writing. They know nothing about the characters' pasts, but figure it out as they write. Story Now takes that approach, and emphasizes creating and experiencing and immersing in story—including backstory—through play with the other folks at the table, rather than alone in your own room, or through following along in/exploring a prescripted adventure path (or sandbox or whatever).
(Emphasis is not exclusion, of course. You can mix all three of these approaches in a single game, fleshing out a character in some depth and with however much weight you want, hopping into an adventure path (or sandbox or whatever), and midway asserting some new fact about your character that seems cool, and then explore how that came to be and what it leads to with the other people in the moment.)
To me it seems you are taking my stripped-down example as definitional, and as a justification to dismiss the Story Now approach, outright and altogether. If "fear of heights and love of a sister" don't immediately lead you to wonder how those came about, and what problems they might cause, and want to explore them, well, to me, that seems incredibly shallow. But, if it would of course be impossible for you to immerse into that, well, to each their own.
