The following is somewhat similar to the issue discussed at How to ask nicely in Dungeon World, but I'm not asking about someone "asking politely" for a concrete action or object.
I'm wondering how, by the rules-as-written, the GM is supposed to react to someone striking up a conversation with an NPC and it is not about wanting something directly from the NPC, or rather, they are just making friendly inquiries the NPC has no in-fiction reason to refuse to answer. (For a concrete example, in a dwarven settlement haunted by creatures from below they start asking one of the terrorized dwarves questions about how exactly these creatures manifest.)
As written, the rules seem to say that after the PCs ask the NPC a question, the GM has to make a move since the players look to them to see what happens. But there is no move like "give out information" - the closest is Reveal an Unwelcome Truth, but is the GM really supposed to come up with unwelcome truths as answers to every question a PC asks an NPC? The answer to the question linked in the beginning explicitly calls out that there is no "Have a freeform social interaction" move, but I feel something is lacking here. In some conversations, Reveal an Unwelcome Truth and Show Signs of Doom are perfectly appropriate, but none of the other moves seem to make any sort of in-fiction sense when the NPC is already established as a hapless peasant or a willingly cooperating scholar or some similar reliable source of information.
Think Offscreen could apply, but this leads to a very strange result where players "fast forward" the offscreen state of the world by asking many questions. I had a hilarious scene where the players tricked a ghost into possessing an egg and then Parleyed with it to henceforward answer their questions by shaking in the classic once-for-yes/twice-for-no pattern. But technically, every single one of these Yes/No questions should have triggered a GM move, since the players looked to the GM for the egg's answer after every question...and there were rather many of those. Making a GM move for every such question strikes me as patently absurd.
So, is the answer that sometimes, the GM doesn't have to make a move? This seems to run counter to everything else I've read about Dungeon World - the GM is bound by the rules as much as the players are, and "make a move when the players look to you to see what happens" is a binding, non-negotiable rule. Is the answer that if I play with a group whose style includes occasionally lengthy conversations without any stake or antagonism, I shouldn't play Dungeon World? I would be surprised at that because everything else about the session went so smoothly that I cannot fathom such an oversight in the basic design of the rules.