The player may be able to time travel just like you do when reading a novel and encounter a flashback. A character can't do that. When the character charges off without planning, and makes such a decision it's an in game decision. Later the character, can't decide something happened earlier. That would be a player decision.
There is no need for time travel on the part of the character.
Again, look at a simple Knowledge or Lore check. The players in a game are simply not aware of everything their characters may be. We very often don't know
until there is something introduced that triggers our need to know.
So....the Sword of Kas is mentioned by an NPC. How do we know if the PC Wizard has heard of this?
Clearly, the chronology of this is different for the player when compared to the character.
A check is made, and it's determined he knows about Kas who betrayed Vecna and all that jazz. Of course the character has known this since he learned it during his apprenticeship, and so he is able to share his knowledge with the other characters (or not, if he's a jerk).
But for the player, that knowledge only came about as a response to something in the game, where a check was made, and then an advantage was gained that reframed the current scene.
This is very similar to how a Flashback works in Blades, except it is more limited in application (usually an associated skill or ability must be possessed by the character).
I think the disconnect between player knowledge over time and character knowledge over time. It matches in my games and does not in yours. Again if it is relevant in any way to in game success.
It never really matches in any game. You're just so comfortable with the instances that do come up in your game, that you're classifying them differently.
The character had some dreams during sleep, and then it might have tried your coffee, and then this conversation with your character takes place. If desired, these events could have been roleplayed out in sequence. It's the same as your character and mine telling war stories about our past (roleplayed) adventures together.
If desired or not, the fact is that we are establishing details and facts about the world retroactively very frequently in more traditional minded games. It's just mechanized in specific ways like Knowledge skills, Bardic Lore, or Divination and similar abilities. There needs to be some kind of "approval stamp" that says "this is okay in this case and it's not dirty cheating cuz magic".
Blades and games with similar elements simply remove the need for approval stamps, and instead make the ability available to anyone, provided they can come up with something that suits, spend the appropriate amount of Stress, and make the associated Action Roll (if applicable).
Also, note there's no mechanical advantage to be gained anywhere here; in sharp contrast with a situation where you can determine in the moment what equipment you earlier-in-time decided to bring along based on the problems you're facing now. Worse, you don't get the opportunity to roleplay those equipment-load decisions ahead of time and thus maybe get it wrong.
What about a Knowledge or Lore check to help determine the nature of the legendary creature said to be inhabiting the dungeon that's about to be entered? A successful check means that the Bard knows the legend of this creature, and that he was called the Ghost King by some......so maybe some Restoration spells and Longevity Potions are in order.
Mechanical advantage gained (prepare for an encounter with a ghost) by retroactively establishing a past event (learning the lore).
Both in the fiction and at the table, time only moves in one direction.
This is very clearly not true.