My history with D&D (when I'm a player) has always very much been one where I come up with a character concept and then "build" it to that concept, setting ability scores and choosing race/background/class/skills etc. to match that concept.
And I do that in conjunction with the rest of the group. Who is playing what? What else do we need? What roles aren't covered?
Shadowdark unfolds a little differently. To quote a friend of my 11-year-old, "You git what you git and you don't throw a fit." You get this array of numbers and think, "What on earth can I do with that!?!?!" And so you end up with a Wizard who is actually pretty deadly with a staff. Or a Fighter who is as good (or better...for now) at talking than fighting.
And then you extrapolate that across the party, and you find that instead of a finely-tuned commando team, you have a ragtag group of questionable heroes.
And here's the thing: I think partly because of that, when we (shifting to first person to emphasize that this is my experience, not necessarily yours)...when we come across a challenge, we are more likely to think "off the character sheet" in finding solutions. Which, really, is a big part of the gameplay aesthetic Shadowdark aims for.
So it all fits together.
Now, maybe that's not your style. Maybe you are perfectly happy with the (current) D&D experience, and you want to implement the same playstyle in a different system. If so, I sort of question why you would choose Shadowdark instead of just continuing to play D&D. (The artwork? That would make perfect sense, actually.). But, hey, you do you!