You are moving the goalposts.
Not in the slightest. Unless you think reacting to a living breathing world as if it was a living breathing world where people aren't always alert is moving the goalposts.
Sure if you get surprise and can wade into the enemies and kill most of them quickly that is a good strategy. And falling back to a choke point does not mean abandoning a means of escape. For example, if there is a room full of bad guys and they aren't surprised, I'm far better off fighting from the entrance than having the entire party wade into the room.
That depends on the makeup of the bad guys and the level to which you don't get surprise. If the room is mostly full of archers then rush them down.
And there's a difference between strategic surprise and tactical surprise. The artificial environments in dungeons normally only cater to one of these. Someone can be caught flat footed with their sword in hand and their shield on their arm. And they can fail to be caught flat footed, able to act and draw their belt knife to fight with when their halberd is in the corner of the room because it's a bloody nuisance and they are playing cards.
I limit the number of enemies that can attack
That depends on how they are armed. If all the enemies are armed with javelins or other missile weapons no you don't. 100% of them can shoot you - and your melee line can't fire back. There is absolutely nothing that forces enemies to follow you when you retreat into a choke. There are occasional times when it's appropriate - but you are saying it's SOP. If it's SOP you are inherently deskilling the game by taking away the judgement call as to which the best approach is.
and I keep the vulnerable party members firing from the rear. Obviously as you go up in level tactics change as the party becomes vastly more powerful and more flexible in what they can do. They still work as a team though.
Indeed. As they do in 4e. But 4e tactics involve countering a range of enemies rather than just dropping back into your own formation. It's not just "as you go up in level" but based on what the enemies do.
But realize that the rules of the game are the reality of the world. So your tactics reflect the rules. The rules are the reality.
On this path lies Order of the Stick. Seriously there are two basic paradigms - the rules of the game are the reality of the world and the rules of the game are the
user interface to the world
. If the rules are the reality the world is a highly artificial one.
You made a bunch of assumptions there to make your point. Those assumptions are not always true. In fact, I'd say they are rarely true. But when the planets align as you describe then sure the tactics may vary.
Any two planets are always in alignment with each other. I'd say that it is commonly true that either (a) people are not actively carrying a full warrior's load of equipment under normal circumstances (in which case attack before they do is sensible) or (b) that in D&D style play there are at least backup ranged and/or thrown weapons in play from most of the intelligent enemies.
And in 4e we had a nickname for grouping up at a choke point or even not at one. "Fireball formation". "Scorching Burst formation" when we were being pedantic. This didn't mean it was never appropriate - but it's another reason (other than the neutralising the enemy's strengths and that it's more chaotic and more interesting) for 4e characters to press in. Tight packed groups in 4e are asking for trouble. So for that matter are spread out groups letting the individuals get surrounded - you have to work out a balance.
Now you are being a jerk. I'm talking about skilled play in OSR games as one of the objectives for fun. I don't hold that everyone has to have that objective to have fun. That is why all these different games exist because people are different and like different things. We all don't drive the same color car either.
I was specifically responding to you when you talked about people who "just want to shine as their characters without necessarily putting in a lot of effort in terms of playing skill". If you did mean OSR-style skill then (a) you expressed it very badly especially when you referred to the effort put in or the specific skills and (b) you implied that people should by default
want OSR-style skill, making it the one true way.
I apologise for responding in anger, using your own words which I knew to be offensive to denigrate your play style in the way you denigrated the playstyles of all other than you. I would therefore request that in the interest of politeness that if you talk about the skill of others you do so precisely rather than in general terms and that you don't criticise the effort of others.