Joe, first up, I want to really thank you for your honest and illuminating responses. I can clearly see the philosophy behind your design decisions and I think what you are saying makes sense given that philosophy. So, that's all good.
So, that said! For me, I feel like this quasi-dichotomy you've set up between AW (where basic moves resolve problems) and MH (where basic moves don;t resolve problems but instead provoke new ones) is kinda false?
For me, the whole beauty of AW's set of basic moves is that they both resolve situations AND provoke problems which lead to fresh situations. Interestingly, the moves I enjoy most in MH also do this; but they are nearly all not basic moves (exceptions: "run away" always, and "turn someone on" on a 7-9) but are instead skin moves.
My big concern with basic moves not helping to resolve situations is that players are going to avoid using them, since they don't help them get what they want, and instead just lead to further problems, or create mechanical tags (Conditions, Strings, Harm) which MIGHT help resolve a problem in the future but whose connection to such a resolution is fuzzy and unsure.
It also seems like this philosophy places a lot more weight on the MC as arbiter of events. Take your discussion of the bottle grabbing example. I'm seeing a lot of decision points for the MC (whose actions happen in what order? is this tense or scary, for whom, and as such, who has to hold steady?) and very few decision points for the players - they just state what they're trying to do and then wait for MC calls.
I'm aware the principle is only "sometimes, disclaim decision making", but I think this specific area is something that I personally would rather disclaim decision making on very often, and so if it comes up with frequency, then there's a disconnect between what the game provides for and what I want it to do.
And that's not a problem in your design necessarily, since you are saying, if I'm reading you right, that that's an intentional effect! But it does mean, as you suggested, that I want to play the game (as written) less.