Just like AW, it's up to you to make Bonds matter in play. I've run games where the present action overtook the Bonds in importance, and it worked. I've played games where there really wasn't anything but the Bonds. The Bonds make the game better, but it works without them.
The game gives you the fact that (for example) the wizard has foreseen an important roll for the fighter in things to come, and is therefore trying to teach her of mystical things, while the cleric sees this as an affront to their god and is instead trying to win over the fighter to their religion. If you decide to ignore that in your game that's fine, but I feel like that's a lot to work with.
I should point out that Bonds also tie the characters to the situation. Always mention the basic setup to the players before they set their Bonds.
EX:
"So, you guys are going to track down an evil wizard who's holed up outside of town, preparing to destroy the city."
"Oh, then this bond about having foreseen that Thelian is important? I think that's related to this. I think he's the savior of the city."
"Awesome! Is your vision pretty explicit, or is this your interpretation?"
"Totally my interpretation, I think."
"And does anyone else know about it, or are you the only one?"
"It was actually the wizard I studied under who first discovered it."
"You studied under a wizard in Battlemoore? Of crouse you did, Xeno the Great has had many apprentices. So you probably have at least heard of Grundloch, the mad wizard now threatening to destroy the city..."
Bonds are totally about wrapping up everybody in the situation, both relative to each other and to the world around them. I would suggest that if your Bonds just feel like a mechanical bonus you're not asking enough questions.
DW is missing the reciprocity of Hx, where I modify what you say to me. But we also avoid the pain of setting Hx which is, even if you're used to it, a bit of an annoyance.