you by your own admission do not even like OSR style games
I don't think I fully understood that until my string of bad sessions. I had a nostalgia for how I played old TSR D&D, but that's not what the OSR does. I'm guessing it's more in narrative games like Daggerheart. And honestly, those styles of play couldn't be more different.
oblivious to the clues and tells your DM is leaving (they do that right? like the book says?)
I have to say I've never had a character die in SD to anything that was telegraphed. It was all just monsters who "appeared" and couldn't be escaped, tricked, bribed, or sneaked past.
Or ... you literally can't go anywhere else, so I guess you quit the adventure?
there are factions to interact with.
My experience with factions are that you might avoid fighting one group, but the other group will still kill ya. You can't make friends with everyone. And if it were that kind of game, SD would be better suited by offering diplomacy rules instead of weapon charts.
You misrepresent the math
Regarding the spell failure, I attest that it's still too high. At 1st level, with an average wizard character with a 14 Int, you still have like a 45% fail rate. When in the other games it was modelled upon, you had a 0% fail rate to cast many spells. Even the ones that allowed saving throws, many enemies had like a 15% chance to save.
you misrepresent or misunderstand the game
You're right. I don't understand it. I think there should be more guidance for exploration and diplomacy than combat and combat stats for enemies.
Agreed.
And yet....many people are playing and enjoying the game.
I'd say that's due to avoiding interaction with the game: fudging, spending entire sessions shopping or talking in a tavern, coming up with plans that are so "genius" that a GM just handwaves the adventure. In those cases, I'd say people aren't even playing the game.