Where is the line between "MC makes as hard of a move as he wants on a miss" and player control of their character's actions?
If the floor is unstable, and someone is taking a minute to look at it, why make them roll? Apocalypse World isn't Dungeon World, so if folks take time to examine stuff, give them the obvious info.
(Less obvious info, base it on what the character knows - "Shit, you're a gun lugger, you get the mechanical parts, but the wires? Better get the Savvyhead to look at this.")
But having just played a campaign where we had a few "Read A Sitch" misses not result in hard moves, here's my take when it does happen -
1. Turn the questions around on the player. If there's no NPCs currently present, they show up shortly and take advantage of those answers.
2. "You're poking at it to test the stability. You scramble up at it goes collapsing shaking the whole damn city block. So much for the quiet approach."
Have them do something smart, you can even give them the info, the question is what kind of hassle do they incur in the process? Did they lose equipment, break something, did their gun fall into the floor below and it'll be some sketchy climbing to fish it back out? Did they give away their position? Will they have to go the long way around?
Assume the characters are smart, and bad shit happens still.
Chris