I don’t understand why you think the moves and playbooks are bass-ackwards? Do you not like that the GM never rolls? Mechanically, pbta is a class-based system with stats. The main rolling mechanic is 2d6+stat where the moves provide advice for which stat to roll. The playbooks are character sheets customized to each class, saving some time on the player in filling out a generic character sheet.
The results of the 2d6 roll are:
10+: player does what they want (yes)
7-10: player does what they want, but there’s a catch (yes, but)
<7: GM gets to do something (no)
I’m sure other games have done something similar before, but this was my first exposure to this resolution table, and I really liked it. It changed how I GM games. This was also my first experience with a system without some sort of initiative roll, or 1 action per round, or whatever. Play the game by having a fun conversation and players roll dice when there is a conflict. Certainly other folks have been doing this for years, but dungeon world allowed it to click for me.
I’m certainly not going to defend pbta as a perfect system, some moves are too specifically designed that a player focuses on only that move, but overall pbta strikes a good balance between a rules-light and a structured, class-based system.