This is an issue that runs throughout DW and AW both, and is compensated for through the fact that the game is a "conversation" and not a math game.
What I've found is that in play, and with some experience with the game, players automatically adjusts what they believe to be acceptable fictional actions / mechanical moves based on prior outcome and narration. In the case of having your legs kicked out as an outcome of a Saving Throw gone bad, the player recognizes that they suffered a setback and recognize their task is now to get out of a bad situation before they can proceed with weening down the monster's hit points and winning the encounter. The bad roll resulted in an opportunity to overcome a challenge, and that is presently more exciting than the hacking & slashing. Not necessarily so in a math game, where your goal is to overcome the encounter rather than have an engaging conversation about fiction.
If this situation does happens in play, seize the initiative and make a move. I'd agree that the correct GM move is indeed Tell them the requirements or consequences and ask, as Sage says, or maybe Offer an opportunity, with or without cost:
"It'll be hard to get in a good hit from where you're laying. If you want a good, clean hit you'll need to get on your feet first, but he's stomping and slashing at you - you'd need to Defy Danger to do that. If you really want to swing wildly at his ankles, you may be able to get him to give you a berth wide enough that you could stand up unharmed, though. But it won't be a hack & slash move that deals damage."
or simply:
"You hack wildly at his ankles but he simply laughs and hops away. He gives you a wide enough berth that you can get up and dust yourself off though, before he comes at you again with his broadsword raised high above his head... what do you do?"
In the case of no prior setback but established fictional difficulties (such as strong winds etc), in a modifier-driven game the player doesn't say "Well, my bow arm is so awesome I'm sure I won't get any penalties, so I'll shoot anyway", they say "I want to try to take the shot anyway, what's my difficulty modifier?". In DW/AW, this "difficulty modifier" is captured in Tell them the requirements or consequences and ask and the move they make. They'll say:
Player: "I'm going to try to make the shot anyway."
GM: "The winds are very strong. It's unlikely you will hit. You'll have to take a very steady aim, and that means you might lose track of the rest of the orc patrol."
Player makes a Volley roll, gets a 10+, deals full damage.
GM: "Wow! You spy the arrow zooming right in on the target. You hear a chunk sound with a subsequent squeal carried on the wind and the orc drops in the distance. But in the interim, you've lost track of the remaining orcs. What do you do?"
Or on a 7-9:
GM: "You have to shift a bit, leaving your hideout, to make a clean shot. But you hit! The orc drops. When you look up though, you realize the other orcs have wandered into your territory. They're almost upon you, though they may not have spotted you yet. There are a half dozen of them and they wield wicked, rusty blades. What do you do?"
You haven't penalized the player exactly for trying to make the shot regardless of strong winds, you've put them in a more interesting situation than they would've been in if the winds were calm and it was an easy shot. The player accepted the additional complication and got a chance to shine. Win win situation.