This is what very classic alignment looks like to me: being chaotic or evil opens up a certain space of action declaration but in exchange for costs (worse reaction and loyalty adjustments; less access to healing magic).As I said, this was in a MUCH earlier stage of our gaming. IIRC the conclusion was something along the lines of "OK, this kind of works, alignment is now basically just an element of the framing, part of the puzzle, behave THIS way or pay a price to behave some OTHER way.
I think that by the mid-80s it's doing something pretty different, close to what Baker described in the text I quoted.
Alignment in 4e, or "just write it down", is different from what Baker describes and from what I mentioned in the OP - as it is not GM-enforced.So, for a LONG LONG time there was the "Oh, just write your alignment down, its nothing but a play aid" phase, which treats it like just another background element "Yeah, I'm EVIL!" but you could just basically do whatever. There might be consequences, but they were purely fiction, alignment change penalties and such weren't a thing. That pretty quickly evolved to "don't even bother to write it down..." Frankly I don't remember if people did or didn't put down an alignment in our 4e games. Probably it got filled out on CB simply because it would keep nagging you, but 4e works pretty much like we did, you can write it down, but it doesn't actually have any mechanical game significance.
I mean, if I run a 4e game now, people can say whatever about alignment, as GM I don't really care... I don't think it would be BAD for some NPC to bring it up in terms of their ethos and preferences, but its not materially different from something like a town that hates wizards.