Have a look at my reply to you upthread and you'll see. To borrow
@Manbearcat's phrase, the AW mechanics have
teeth.
Whereas in 5e D&D (for instance) there is no system (as best I know) that permits a player to oblige the GM to narrate a certain response from a NPC. Hence, among other things, the GM is never playing to find out - unless the game shifts into combat.
Your seduction example (from the post you refer to) is, numbers aside, pretty universal.
Player:
"I attempt to seduce the barman with the hot buns so he'll give me
a free drink
a place to sleep
another notch on my bedpost
a place to play a gig
the name of the person selling drugs in the back room
extra rations from the dwindling supply of soylent green."
GM: <weighs up difficulty/assigns target number, possibly considers results of failure>
"Go for it."
This looks to me like the player is offering to the table a particular scene with a particular outcome. The GM (and the rest of the table) agree to it.*
Now, as you have said, AW has specific advice on what to do for a "near miss." DnD** does not have rules for a near miss with seduction attempts. (But does for jumping attempts.) But that's not to say that a group can't have guidelines for a near miss on a seduction, possibly inspired by the jumping rules or just, wider gamer culture, or even AW.
So possibly the GM sees the near miss and decides to let the player get away with it anyway, but with a caveat of their own. Possibly the player suggests additional, erm, favours to get themself over the finish line. Another player suggests something else, something probably very disturbing. The fiction continues to play out with contributions from player(s) and GM.
The Read a Sitch example is just (again DnD** parlance) PER and Sense Motive rolls. Or maybe a <shudder> skill challenge.
So once again: AW is putting these things front and centre. By giving this sort of thing space in the rule book, giving language, mechanics, and examples of what the players can do to be more proactive, it really encourages proactive players. Yay!
But any and all of it can be found in other systems, some very old systems, or broader gamer culture.
*Or don't agree to it because everyone else hates sexytimes in RPG. Or do with caveats, such as "Hey, I saw the barman's buns first!"
**I haven't read a set of DnD rules since PF1e. I'm not actually trying to make a case for any particular system. Is just an example.