I have to disagree here. The two are actually incompatible if you end up ignoring a great deal of whats written, which was my original point.
Old school style play uses rulings rather than rules. There is a difference.
Look, this might be because you didn't read the original article, but you seem to have a wildly innaccurate idea of what is actually being discussed here. No recommendation is being given to ignore "a great deal of what's written" - instead, DMs are being advised to go with the flow and not let strict adherence to the rules prevent them from letting something interesting happen, or ensure a combat is more enjoyable, or so forth.
They aren't saying "scrap the rules and throw them out" - they are saying, "make a change to the rules in very specific situation, as you feel is needed."
Just because I decide, in a boss battle, that the climactic critical hit should finish the boss off (instead of leaving him at 10 hp or something that would require needless rolling to deal with), doesn't mean that I want to remove the rules for monster hp, and instead just decide when enemies die. That is what you seem to be interpreting this as, and I find it a ridiculous idea. Just because I make a change to monster stats on the fly in one specific situation doesn't mean that having stats for monsters is useless - it just means that maybe I felt like making a Hellhound afraid of water, or some other such change.
This isn't about throwing out whole section of the rules - it is about making minor adjustments when you feel appropriate, because a rule that is useful 99% of the time might need to be ignored in that last 1% of the time, for the sake of story, or excitement, or fun, or drama.
In fact, the main example given in the article is about dealing with a situation that the rules
don't cover, and I suspect most situations where a judgement call comes into play are about similar issues.
In the example given (which I'm pretty sure is acceptable content to discuss), he recounts how he was running a table in which a monster had created a zone of evil magic, which he described as a cloud emanating from a small glowing orb of energy. Someone at the table, playing a wizard, suddenly had the idea to grab the orb with Mage Hand, and thus move the zone away from where it was crippling the party!
The rules don't outright say you can do this. But as the DM, he felt it was a great idea and would be useful for the fight, and let him attempt to do so with a magic attack or arcana check or something similar. (I don't recall the details, but that's the point - the how's and why's aren't really the important part.)
I imagine most judgement calls will be about such things, things not covered in the rules. That is what the section on page 42 is all about. It isn't really an issue of ignoring the 99,000 pages of rules out there - but of letting judgement calls be substituted in
place of 99,000 more pages of detailed rules for every possible contingency.
So, if that was what you are asking about, perhaps I agree with you - we don't need detailed rules on the minute interactions of every spell and ability in the game, if we can instead have DMs willing to make those decisions as they arise. And, fortunately, we don't have those unnecessary rules - we have useful ones that expand options for players and DMs and provide flavor and ideas, rather than dozens of complex subsystems that only prove confusing and serve to slow the game down.
4E, in fact, seems very much in favor of the free-form game and putting powers back into the hands of the GM - the very sort of 'old school' flavor you seem to be discussing. And the 'bloated tome of rules' they put out in no way contradicts this - perhaps because the D&D books and supplements generally don't add in new 'rules', but new options and ideas.