As I have said in my first post, while apologizing for whole paragraph of crapping over the definition, it's hard to be positive, when author did such a poor job explaining "op/neotrad" in a way that doesn't crap all over it.
On more positive note, I thought of one important quality of this style of play that got overlooked. To paraphrase words of Brenan Lee Mulligan, if a player comes to you and says "my character is a teenage sleuth" you cannot just say "I don't have anything for him to do, he can naughty word off", you need to work to incorporate that into the campaign. And of course in this style it is understood the player should make character who doesn't go against the campaign pitch, so no witch hunters and magic-hating barbarians in Strixheaven, as I outlined in previous example. Unlike other styles of play, I feel it's much harder to have a character in this style, where you don't know why they're even hanging out with rest of the party.