The only thing that might be storygamey is the last bit,
"The player gets a number of Action dice equal to her rating in the
verb she is using. She can add a Push die for each
postive adjective, object, or tag that helps her. She must take a Hurt die for each
negative adjective she has."
The game may not actually be storygamist.
But to make a traditional RPG, and refer to Attributes as Nouns, actions as Verbs, and situational modifiers as Adjectives...
That's storygamey vocabulary through and through. Stats as words? Sheesh. You can feel the Story wafting off the mechanics.
If they didn't intend that — and you may be right — it presents a gross misimpression.