Again you're talking as if rules-light, narrative-focused games are new and unusual. They've been around since the (late) '80s. What you are calling "freeing" and new and exciting to you is Tuesday to me. Or any day that ends in 'y' really.
That isn't the part I don't grok.
What I don't grok you touched upon, however: the "moves" (and all the other related paraphernalia like the "playbooks"). That whole bass-ackward game mechanism is something that I look at and fail to understand at any level, beginning with "what problem is this trying to solve?" and ending with "how is this intended to be fun?". I also keep hearing the claim that the game is "hackable" but when I look at "hacks" they seem like "jack up the paint job, insert a whole new game, lower the paint job". About the only thing constant across the PbtA that I can see is that 2d6 system of bass-ackwards rolling.