Whoops! Meant to add:
Sage, when the rule is "say yes, or roll the dice", it kind of implies that the GM is the focus of the decision-making process. Conversely, when the rule is "to do it, do it", it makes the role of the fiction sufficiently explicit.
Say Yes was a push in that direction, for its time - it was saying "Hey GM, don't just make 'em roll for no reason! WHY are they rolling?" It's imploring you to consider the fictional situation, or at least be prepared to justify your gut feeling in terms of what's happening right now or what has already been established.
It's a classic principle of play - - sometimes, dice rolling isn't the right move. Dogs changes things by making its play principles super explicit, and that's the deeper value of Dogs - - it led fairly directly (if slowly, over years) into AW territory, where play principles are super-explicit so you can spend more time inside some fruitful creative constraints and benefit from them, and spend less time "out in the cold" and totally freeform.
(incidentally, in the sordid world of RPG identity politics, it was always weird being the guy who disliked both freeform and super-crunchy play styles.. AW is a nice middle-of-the-road approach for me.)
Sage, overall, it sounds like what you're saying is "Don't think about it so hard. Let the Moves do the work for you - that's why they're there!" And I completely agree.