I think my somewhat glib answer would be as you alluded that there *are* moves for this, they're just the MC's instead of the players' :) I feel like the "pull play along" can be accomplished pretty well by responding with MC moves guided by the principles, being part of a prepped front/threat, or whatever.
On the other hand, it would be a way to a) emphasize sharp as a representation of what your character knows, rather than just relying on what makes stuff not-boring, which may be a direction you want to go, and b) to prod the MC into doing more than "Oh, well, they're, um, salty, and flat, and they're over there".
I'd view the "b)" up there as potentially more useful, but perhaps not necessary for everyone. I'd see that as a way to prompt the MC "hey, I care about this thing enough to want more than what you're giving me". I'm not sure that's necessary (again, I think the principles/agenda/moves point the MC towards figuring out what players want more of and delivering in interesting and unexpected ways) but it would be explicit.
Oh, and I just realized that the opportunity to give the MC permission to spread falsehoods on a miss might be pretty awesome, so I lied, I think that's probably the most interesting/valuable aspect of a move like that :)