Yeah, but if folks are using inter party parley as an XP mine, then the GM should be all over that. Each move has to have some fictional context, to do it, do it right? So if one particular player (presumably the one with a high Cha) is constantly looking for ways to Parley with others so they can mark experience, it becomes a meta-gamey, counter intuitive to the interpersonal conflict and less immersed in the situation at hand.
Fiction first remember? always ask 'so what do you do?' Address the characters not the players and dig deep every time. Say 'yes' unless the character has leverage on the other(s) and they narratively try to get them to do what they want. Make those rolls count. Make the fictional consequences harsh too. This is inter-party conflict we are talking about here, and a very different game from the traditional D&D fare. So if it involves lots of blackmail, back-stabbery, politics, secrets and lies it may not have the same XP awards given for resolving bonds (in fact you may even create more!) or for traditional adventuring fare. Still DW, sure, but a darker, gritter, more personal dungeon world.