I would avoid running any combat where the party is forced to lose. That would make any time spent on it feel like a waste. A short narrated vision would be fine, but if you want to make this a bigger encounter, you should give the party a goal that they can actually accomplish. I can think of a few ways you could do this:
I agree, this reads like a reporter interviewing someone to get them to define terms they made up. This didn't sell me on why I should want to use one style of play over another, just wistful "torturing" themself wondering if anyone still uses this mysterious style of play. It's not mysterious. As you said, it's just Play to Find Out.
I think it would be more useful to show the strengths and weaknesses of PtFO and as well as more scripted gameplay, because each has a place in RPGs, and knowing when to use one over another is a great skill for GMs to practice.