The new players I have introduced to D&D understood concepts of role and differing personalities oft times better than myself. Something about lets pretend being a thing and the kids in question being very dramatic personalities themselves ;-pYep. Several. Over the course of the years, I've had opportunity to teach several folks how to play, who really needed a handle on what a "role" really was, and how you build a character and personality that isn't your own, and display it for the rest of the players. For several of these folks, having a guideline to work with was instrumental.
I admit being able to say see... that one is the bad guy has an appealAlso, for several tables that were admittedly playing in large part for escapism, the mechanical ability to just figure out, once and for all, whether the bad guys really were bad, was a solid way for them to be ale to relax more into the game.
I think that came across in Stormbringer better that D&D ... more like allegiance than alignment it didnt try to be a personality measurement so much.And, in a couple, the system was well-used to drive some of the metaphysics of the world - when Good, Evil, Law, and Chaos are palpable forces, as much as gravity is, that can be a great story-driving tool.