Strangely, this is exactly why I play Fate/PbtA games.
I actively tell players in my Fate/PbtA games not to do things "to make a better story". Story comes between the players, their goals, and the opposition to them. And, yes, things spiral in interesting ways.
While there is definitely a group that plays both games in heavily- or almost exclusively-author stance mode, it's not necessary. There's some mandatory author stance stuff in Fate, but it can be pretty minimized. Most decisions in PbtA games can be framed as player-facing.
It's interesting, because maybe, in this case, that's a good thing? AW is a tool designed to do a fairly narrow set of things, and do them pretty well. It's up front about that. And if that's not the thing you want to do, cool. I'd rather have a game be honest about what it does and let me decide up front if I want to play it or not.
As far as narrow vs. broadly scoped? I find that most games are more narrowly scoped than people think... it's just when you're used to the walls being in particular places, you don't go there and don't notice them. But that's me.
Pretty similar to what I do. I've had players amazed that my games weren't prepped or pre-written.
I'm not saying you're wrong. But I do think it's interesting that we seem to have reasonably similar goals, and you dislike games for not achieving them, while I like the same games for facilitating them greatly. But, as I've said, there's also that very vocal "hyper-narrative" crowd that asserts everything must be cooperative GM, full author stance, blah blah blah stuff even that's very weakly supported by the texts of the games themselves.