I think you might be remembering me posting about Prince Valiant. It's not quite player consent, but there is no death without the GM deciding that it's on the table as a consequence, and the GM is encouraged not to do that unless the fiction really compels it. (Examples of this that are given include a fall from the highest tower of Camelot, being impaled by a lance, and being bitten by a scorpion.)t's table culture priorities, right? Like we have games now that make PC Death an inherently consent-based mechanic (and I say "now" when I'm pretty sure @pemerton has pointed at some pretty old games that did that as well, as does AW).
Whether I'm conservative I think is something you and others have to judge! The most recently-published system I've played is Torchbearer 2e, but it's a second edition of a Burning Wheel variant and so may not count as "recent" on some measures. The system I've played fairly extensively that I probably regard as departing the most from AD&D-esque play is Marvel Heroic RP and my fantasy hack of it, which now is over 10 years old.One thing that's kinda interesting to me is that from my little perspective over here a lot of thearguingrespectful discussion in this thread is between conservatives of very different preferences around styles and systems of play. For instance, BW and the way it's structured is like, old, from a narrativist design perspective. You in particular are reaching back to the earliest days of TTRPGs on a personal level quite frequently in a way that 0 people I interact with elsewhere do (mostly because most of us weren't alive and as I noted earlier in this thread dont really give a F about Gygax; I didn't know who he was until ~3-4 years ago and didnt really know much about early D&D etc until last year when I read The Elusive Shift).
I have played Wuthering Heights and In A Wicked Age only a few times as one-shots; but while these are both quite old systems (late 90s and 2007 respectively), I think that even today they have elements and ideas that many RPGers would find fairly radical.
But you're right that I also see early RPGs - including Gygax's AD&D - as reference points. One reason for this is that I feel the post-DL trend in RPGing tended to eclipse some of those earlier ideas, and also tended to obscure the extent to which Gygax's rulebooks set out a reasonably complete and playable game with a fairly definite goal and procedure of play. Which is something that I find interesting, because most 1980/90s games were lacking in this respect, and some people still think that 5e D&D is a bit underdone too.
I think I'm not quite as much into the "crucible" as some other posters here. But I've posted enough play examples that you can probably calibrate me in that regard if you want to! As per the reply to @Campbell that I posted not far upthread, I think that as much as, and maybe more than, the "crucible" it's about those moments of "poof, you're out of Sim" that really speak to meThe sort of "character crucible" play some folks here enjoy I legit really don't see that much elsewhere in the communities around PBTA/FITD, and seems to be largely best exemplified by some early PBTAs like Monsterhearts and Masks that are as far as I can tell intentionally designed around "putting your character(s) through emotional hell and seeing what happens."
I've never really done this sort of RPGing, in terms of the "flavour"/orientation of the fiction. At least I don't think I have - I'm continuing to reflect a bit on some play, including 4e D&D. If I work out I'm wrong here I'll post again about it!"complex heroic stories where we get to pretend we can make a difference, be accepting, and have a good time" have largely become teh dominant style of play. Critical Role and Dimension 20 really opened the aperture there