Your entire refutation of my statement, therefore is this: "The 'have sex to gain a bonus' mechanic is optional. And people pointing this out are wrong to say so. (Even though they're factually correct.)"
I don´t think sex moves are there to give you a mechanical bonus for having sex. Some of them do, but many of them not. In fact, the driver, the chopper, and the operator, all of them have moves that make sex something to avoid. The hardholder has a sex move that´s only good for the other one involved. The battlebabe has a sex move that cancels any sex move, so sex doesn´t trigger any bonus for them. Those are... 5 playbook (classes) for whom sex doesn´t provide a bonus. If you want, we may annalise each sex move.
I think sex moves only highlight how each archetype (playbook) relates to sex, as they all do in a special way.
I don´t think the sex moves emulate the PA genre, but then again, neither do the rest of the rules. It´s a game set in a PA setting. To look for VB´s fiction inspirations, the lasts pages contain games and movies/books that shaped AW.
As for the solution you propposed (turning sex moves into different things that reinforce how is or should be each archetype), Dungeon World does something like this with its alignments. But I´d preffer if they weren´t in AW. I think it´s design purpose that AW doesn´t have any "personality mechanics": players run their characters as they wish, nothing guides them toward playing a "caring" angel or a ruthless gunlugger, as long as they commit to run their characters as if they were real.
So your solution, while not bad at all, would feel awkward to me given what I most like about the game.
But anyway, the sex moves are hardly "core" to the game. I´ve run AW like... 15 times, sex only happened 3 or 4 sessions, and the game didn´t break. In fact, in half of the sessions, the sex appeared because the player wanted it, and he was playing a battlebabe, so he didn´t get any bonus out of sex.
VB itself says that nothing´s wrong if players prefer to stay away from PC-sex.
On the other subjects, I´ve found AW to be quite the opposite to a GM-constraining game. It only gives very good advice to how to GM without railroading or playing against-the-players. When I´m the GM, it feels like any other RPG (RPG, yeah, not "other game").
I don´t really get why is this discussed in "other games" :S