This thread has also had me thinking about B/X, but differently: for example, the B/X INT chart tells you what your linguistic ability is based on INT, including literacy. And its fairly relentless correlation of various stats with class and race tends to drive home the correlation of stats to fiction.
Eg given that Hercules is given as an example of a fighter (at least if memory serves correctly), and fighters benefit from high STR, it would never occur to me in playing B/X to assert that my 6-STR character is as muscled as Hercules.
It does use Hercules as an example of a fighter.
"Fighters are humans who train for battle. It is their job to fight monsters and to protect the weaker members of a party. Great heroes such as Hercules were fighters.
The prime requisite for a fighter is Strength. Strong fighters can kill monsters more easily with their powerful blows. A Strength score of 13 or greater will give the fighter a bonus on earned experience points."
The link between Hercules as an example of a fighter to narrative strength portrayal seems fairly attenuated though to me.
B/X says almost nothing about narrative descriptions of your character or portraying them. It provides stats, they give some narrative descriptions and some mechanics.
It also gives a pretty inspiring picture of conceiving of your character.
The advice seems focused on the mechanics of maximizing bonus xp for class prime requisites when you pick a class.
"Strength: "Strength" is a measure of muscle power and the
ability to use that power. Any character with a Strength score of
13 or above should consider one of the following four classes:
fighter, dwarf, elf, or halfling. Strength is the prime requisite for
the classes of fighter and dwarf, and one of the two prime requisites
for the classes of elf and halfling.
Intelligence: "Intelligence" is the ability to learn and remember
knowledge, and the ability to solve problems. Characters with an
intelligence score of 13 or above should consider the classes of
magic-user or elf. Intelligence is the prime requisite for magic-users,
and one of the prime requisites for elves.
Wisdom: The word "Wisdom" refers to inspiration, intuition,
common sense, and shrewdness. Wisdom aids in solving problems
when Intelligence is not enough. A character with a Wisdom
score of 13 or greater should consider the class of cleric,
since Wisdom is the prime requisite of that class.
Dexterity: "Dexterity" is a measure of speed and agility. A character
with a high Dexterity score is "good with his hands" and
has a good sense of balance. A character with a Dexterity score
of 13 or greater should consider the classes of thief and halfling.
Dexterity is the prime requisite of thieves and one of the prime
requisites of halflings.
Constitution: "Constitution" is a combination of health and endurance
(the ability to hold up under pressure). It directly influences
every class, possibly changing the number of hit points a
character has. Constitution is never a prime requisite.
Charisma: "Charisma" is a combination of appearance, personal
charm, and leadership ability. It helps the DM decide exactly
how a monster will react to a player character. If also affects the
number of retainers a character can hire (see page B21), and
the morale (attitude; see page B27) of these hirelings. Charisma
is never a prime requisite."