The OSR alternative to the adventure-path playstyle is to have a world that is as neutral and dispassionate as possible when it comes to the PCs, so that the GMs role is largely reactive, as there is not set “story” to pursue. This is the worlds without number approach. Terms like “story” or “story-before” or “backstory” are a bit unclear for me because I feel they don’t distinguish very much between the build a world and then react approach, on the one hand, and the here’s the plot that will be followed approach on the other. This is the tomb of horrors/dragon lance split that you reference above. Anyway, when running an OSR game I find my use of force is very meta: I think the players are getting bored so I present a challenge or skip to the next interesting scene, or we are in rl running out of time and I want the players to finish whatever they were working on. But its interesting because in that context at least, force will appear exactly as hard scene framing. I’m almost inclined to say scene framing beyond “you wake up and its raining today, what do you do” would be perceived as infringing on agency.
I like the term “story absent,” but again, there is a world to be built, so it’s unclear if that applies