Nah. Those are stereotypes. As an old time gamer who also designs old school games, all you really need are these (opinions vary of course, and I swear I already listed this. Perhaps in another thread...)
rulings over rules. That means you don’t have a ton of rules the players have to learn. You have guidelines and the framework, but on the fly rulings are made based on those guidelines so as not to slow down gameplay or inadvertently influence players to not try something if they don’t have a skill or the highest skill for it
zero to hero path. Low level characters are only slightly better than commoners, but through cautious play, can achieve great power
not all encounters are assumed to beatable. The world is living, meaning just because the party is level 3, the dragon in the mountains doesn’t suddenly become CR manageable.
yes, save or die is one of them, and about the only one on the list that is right. You shouldn’t keep getting multiple save attempts to resist a Medusa’s gaze. It makes the PCs more cautious and don’t just Zerg through the dungeon. However, true to old school fashion, if there are save or die creatures or traps, there is almost always also something to mitigate that. Scrolls of protection, or stone to flesh, etc can be found by the thorough party.
fast character creation along with niche protection. It’s a team game. One person is the QB, one the RB, etc. not everyone has to be the QB all the time, in all scenarios. Classes shine at different times.
sandbox and players have control. The DM is a referee, not someone who plays favorites. The players have complete control to go wherever they want. Yes, even if it’s a bad choice lol. The story is created a you go, rather than predetermined. That’s why you rarely see old school PCs with extensive backstories. The heroics are created as you play. And why you don’t see many old school players make builds in advance to high levels. It’s all determined based on what’s happening in the game at the time you level up.