Hi, 28 year old here, my first TTRPG was 4e, I don't think anyone really cares about how ya'll played back then (well I do, but I like TTRPG history for its own sake.)
I think they find it interesting from the perspective of how it would be possible to play in terms of this very different vision, and that mostly comes from slamming their faces against the dominant play style as it currently exists and finding something unsatisfying. Basically, you have certain questions and we feel like we've hit a dead end with the answers that the historical development of TTRPGs have yielded, so its time to go back and maybe question those developments-- find different ways to solve ye olde problems, or even see if they're still problems when we combine them with other developments.
So the 'old players' are orthogonal to what's meant by 'old school' because they had 'new school' games. Its like how modernism is a genre of works that share qualities, rather than just a statement of what years their creators did the work in.
For me, video games already do a much better job of being a controlled story with strong narrative structure than my friends and a GM do, even with games designed for it, but the logistics of producing them constrain their potential as sandboxes-- so for a trad or crit role like experience (at least in terms of what people really like about their game) I would just play Persona 5 or something, while for something more open where I really need for the game to build itself differently depending on how its played, or be a space with story, rather than a structured story, I look at elements of the OSR sandbox ethos.
Not always of course, my upcoming Lancer game is shaping up to be a wargame experience of canned missions in sequence, with players primarily filling out the emotional component of the story, but that's a very specific style of game and the system itself is a major draw.