I don't see a problem here. Use the mechanics and create whatever you want over the course of play as desired. Why should the mechanics have anything to do with "intended narrative"? What does that even mean?
We can approach this with a more extreme example:
Would you use the same mechanics to run a game that's supposed to make players feel like their characters are in a Robert E. Howard/Conan novel as in a Jane Austen/Pride & Prejudice type novel?
Given that Mr. Darcy never swings a sword, probably not.
So, rules matter - the rules you use ought to support the genre you're trying to play.
Thing is, while the claim is that Conan was a big influence on D&D, the rules really aren't great for Conan stories. If you pick up the rules, and play what they reward, there's waaaay too many spells slinging around for a Conan story, for example. And waaay too many suits of heavy armor. And waaay to much magical treasure, and so forth. It turns up that you can beat D&D rules into doing something Conan-ish, but it takes restrictions and house rules and a goodly amount of work to do it.
This shouldn't be a surprise. D&D's design was a new thing. Nobody really knew what was needed to support specific genres - they hadn't figured that out yet.

