You will find many people who played by these rules, but not here. There are specialized forums for this type of game play. As wargamers first, they played by the rules as they understood them. It's a frame of mind.
I'm not entirely sure about "many people," as I would argue you would need very small values of "many" for that to be correct.
But that's the thing. I don't think that there is a single rule in AD&D that you can't find someone, somewhere, that will claim that they played using it and/or they loved it. It's the nature of the beast. Well, if "the beast" is AD&D.
Which is why I don't think it's helpful to think of AD&D as a single unified ruleset. Instead, it's best to think of it as a collection of rules, heuristics, and norms. That there are
rules and then there are ... suggestions. Optional subsystems presented as rules. Conflicts that must be ironed out. And so on. In addition, there was the constant influx and interplay with other subsystems and rules (from other TSR-era editions, from other 3PPs, from Dragon, etc.) that would get mixed and matched.
In other words, I think of it like this-
There are core assumptions (rules) that
almost everyone used. A fighter gets d10 hp per level. A fireball is a 3rd level spell that does d6 damage per level of the caster.
Then there are suggestions that might be followed. A fireball explodes into volume and might not be the best spell to cast in a dungeon. Items have saving throws, and that fireball (or the fall) might destroy your precious ... um, your magic items. And so on.
There are subsystems that people may or may not use. The pummeling/grappling/overbearing system. The psionics system.
It's an interesting way to look at the game- not as a collection of rules that must be followed, but a collection of rules and suggestions that might apply to your game.