So, that may not mean what we think it means.
It means that the explicit rules necessary for play are less, but we've now hidden much of the content inside the skull of the GM. I can engage more quickly, but I know less about what's going on. The new player has a harder time making informed decisions. In 5e, I can look up how far my character can jump if I don't know it off the top of my head. In an OSR game, it may be, "Well, you can try..."
Which brings us around to maybe asking a different question - maybe it is less about whether OSR games are a good entry point, and more about whether OSR Game Masters are a good entry point. And, does the published game prepare GMs to be a good entry point out of the box, without apprenticeship?
Well, I don't know how long it has been for you since you played with people that have never played before, but ... they are not leafing through the rulebook to see how far their character can jump. Instead, after the first two or three games, they say, "Hey, what is this 'second wind' thing I wrote on my character sheet?"*